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| author | raysan5 <raysan5@gmail.com> | 2016-05-19 13:50:29 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-05-19 13:50:29 +0200 |
| commit | 8bbbe8cd76d93bc85810fd13a6cb6c4df18bd30d (patch) | |
| tree | 6d43507c03f05328b603f97d19df7af290bafa0b | |
| parent | 037edbaa1322a2174d91c7aeacc9170f5b6913cb (diff) | |
| download | raylib-8bbbe8cd76d93bc85810fd13a6cb6c4df18bd30d.tar.gz raylib-8bbbe8cd76d93bc85810fd13a6cb6c4df18bd30d.zip | |
Corrected namings
| -rw-r--r-- | src/rlgl.c | 16 |
1 files changed, 8 insertions, 8 deletions
@@ -2425,12 +2425,12 @@ static void LoadDefaultShaderLocations(Shader *shader) // vertex texcoord2 location = 5 // Get handles to GLSL input attibute locations - shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition"); - shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord"); - shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal"); - shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor"); - shader->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent"); - shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2"); + shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME); + shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME); + shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME); + shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); + shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME); + shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME); // Get handles to GLSL uniform locations (vertex shader) shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); @@ -2447,8 +2447,8 @@ static void UnloadDefaultShader(void) { glUseProgram(0); - //glDetachShader(defaultShaderProgram, vertexShader); - //glDetachShader(defaultShaderProgram, fragmentShader); + //glDetachShader(defaultShader, vertexShader); + //glDetachShader(defaultShader, fragmentShader); //glDeleteShader(vertexShader); // Already deleted on shader compilation //glDeleteShader(fragmentShader); // Already deleted on sahder compilation glDeleteProgram(defaultShader.id); |
