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authorRay <raysan5@gmail.com>2017-11-22 14:56:45 +0100
committerRay <raysan5@gmail.com>2017-11-22 14:56:45 +0100
commit25ceec9b8f8f414b995469a24ade69725ead4fdb (patch)
treeac90413548c46cf3725b27e7d24af459358f4748
parent6624672bfa1281c8dd7606e040f6049c7319d6fb (diff)
downloadraylib-25ceec9b8f8f414b995469a24ade69725ead4fdb.tar.gz
raylib-25ceec9b8f8f414b995469a24ade69725ead4fdb.zip
Corrected default textures locations
By default, we look for texture1 for LOC_MAP_SPECULAR and texture2 for LOC_MAP_NORMAL
-rw-r--r--src/rlgl.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index f273e55d..6ae7df4c 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -3362,8 +3362,8 @@ static void SetShaderDefaultLocations(Shader *shader)
// Get handles to GLSL uniform locations (fragment shader)
shader->locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader->id, "colDiffuse");
shader->locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader->id, "texture0");
- shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture1");
- shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture2");
+ shader->locs[LOC_MAP_SPECULAR] = glGetUniformLocation(shader->id, "texture1");
+ shader->locs[LOC_MAP_NORMAL] = glGetUniformLocation(shader->id, "texture2");
}
// Unload default shader