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| author | raysan5 <raysan5@gmail.com> | 2016-05-25 16:19:57 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-05-25 16:19:57 +0200 |
| commit | d53b6f4381485785f7ece3c8004449c20b60ae03 (patch) | |
| tree | f754c8d81609d0b87ad636a7e6892a7a4653c1ad /src/rlgl.h | |
| parent | 48374c85dd9d05bcc86a277f64db018323ac5183 (diff) | |
| download | raylib-d53b6f4381485785f7ece3c8004449c20b60ae03.tar.gz raylib-d53b6f4381485785f7ece3c8004449c20b60ae03.zip | |
Renamed shader variables (more generic names)
Now shader maps use a generic naming convention for any kind of texture
maps (not only diffuse, normal or specular). Useful for custom shaders.
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 8 |
1 files changed, 4 insertions, 4 deletions
@@ -171,10 +171,10 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader) int tintColorLoc; // Color uniform location point (fragment shader) - // Texture map locations - int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader) - int mapNormalLoc; // Normal map texture uniform location point (fragment shader) - int mapSpecularLoc; // Specular map texture uniform location point (fragment shader) + // Texture map locations (generic for any kind of map) + int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0) + int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1) + int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2) } Shader; // Texture2D type |
