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| author | Ray <raysan5@gmail.com> | 2016-05-09 12:41:53 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-05-09 12:41:53 +0200 |
| commit | c85cd290491baa7be2b107bdb72c4b039dfd8cb3 (patch) | |
| tree | 51ce4e08a8516b4a5cd8cee257052492923c1765 /src | |
| parent | 3d0208223ad5b79cb4c3d6cd367d39f9d4e51662 (diff) | |
| download | raylib-c85cd290491baa7be2b107bdb72c4b039dfd8cb3.tar.gz raylib-c85cd290491baa7be2b107bdb72c4b039dfd8cb3.zip | |
Added defines for default shader names
Diffstat (limited to 'src')
| -rw-r--r-- | src/rlgl.c | 21 |
1 files changed, 15 insertions, 6 deletions
@@ -115,6 +115,15 @@ #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #endif + +// Default vertex attribute names on shader to set location points +#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0 +#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1 +#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2 +#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3 +#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4 +#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5 + //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- @@ -2220,12 +2229,12 @@ static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr) glAttachShader(program, fragmentShader); // NOTE: Default attribute shader locations must be binded before linking - glBindAttribLocation(program, 0, "vertexPosition"); - glBindAttribLocation(program, 1, "vertexTexCoord"); - glBindAttribLocation(program, 2, "vertexNormal"); - glBindAttribLocation(program, 3, "vertexColor"); - glBindAttribLocation(program, 4, "vertexTangent"); - glBindAttribLocation(program, 5, "vertexTexCoord2"); + glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME); + glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME); + glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME); + glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME); + glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME); + glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME); // NOTE: If some attrib name is no found on the shader, it locations becomes -1 |
