mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-21 10:48:15 +00:00
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:
40
src/rlgl.h
40
src/rlgl.h
@@ -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
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
Reference in New Issue
Block a user