WARNING: REVIEWED: Default shader uniform names

When a shader is loaded, by default, several locations are tried to be set automatically.
This commit is contained in:
Ray
2021-06-25 13:35:43 +02:00
parent d4c03b47ec
commit e0720a0a55
7 changed files with 76 additions and 37 deletions

View File

@@ -762,22 +762,50 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
// Default shader vertex attribute names to set location points
#ifndef DEFAULT_SHADER_ATTRIB_NAME_POSITION
#define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
#define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_NORMAL
#define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
#define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_COLOR
#define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
#define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TANGENT
#define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
#define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
#endif
#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
#define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
#endif
#ifndef DEFAULT_SHADER_UNIFORM_NAME_MVP
#define DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
#endif
#ifndef DEFAULT_SHADER_UNIFORM_NAME_VIEW
#define DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
#endif
#ifndef DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
#define DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
#endif
#ifndef DEFAULT_SHADER_UNIFORM_NAME_MODEL
#define DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
#endif
#ifndef DEFAULT_SHADER_UNIFORM_NAME_NORMAL
#define DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
#endif
#ifndef DEFAULT_SHADER_UNIFORM_NAME_COLOR
#define DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
#endif
#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
#define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
#endif
#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
#define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
#endif
#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
#define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
#endif
//----------------------------------------------------------------------------------