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| author | Ray <raysan5@gmail.com> | 2017-11-22 14:56:45 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2017-11-22 14:56:45 +0100 |
| commit | 25ceec9b8f8f414b995469a24ade69725ead4fdb (patch) | |
| tree | ac90413548c46cf3725b27e7d24af459358f4748 | |
| parent | 6624672bfa1281c8dd7606e040f6049c7319d6fb (diff) | |
| download | raylib-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.c | 4 |
1 files changed, 2 insertions, 2 deletions
@@ -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 |
