diff options
Diffstat (limited to 'examples/shaders_basic_lighting.c')
| -rw-r--r-- | examples/shaders_basic_lighting.c | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/examples/shaders_basic_lighting.c b/examples/shaders_basic_lighting.c index 18aea8e1..d72eb417 100644 --- a/examples/shaders_basic_lighting.c +++ b/examples/shaders_basic_lighting.c @@ -41,23 +41,23 @@ int main() // Model initialization Vector3 position = { 0.0f, 0.0f, 0.0f }; Model model = LoadModel("resources/model/dwarf.obj"); - Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs"); + Shader shader = LoadShader("resources/shaders/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs"); SetModelShader(&model, shader); // Shader locations initialization - int lIntensityLoc = GetShaderLocation(shader, "light_intensity"); - int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor"); - int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor"); - int lSpecularLoc = GetShaderLocation(shader, "light_specularColor"); - int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity"); + int lIntensityLoc = GetShaderLocation(shader, "lightIntensity"); + int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor"); + int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor"); + int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor"); + int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity"); - int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor"); - int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor"); - int mGlossLoc = GetShaderLocation(shader, "mat_glossiness"); + int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor"); + int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor"); + int mGlossLoc = GetShaderLocation(shader, "matGlossiness"); // Camera and light vectors shader locations - int cameraLoc = GetShaderLocation(shader, "cameraPos"); - int lightLoc = GetShaderLocation(shader, "lightPos"); + int cameraLoc = GetShaderLocation(shader, "cameraPosition"); + int lightLoc = GetShaderLocation(shader, "lightPosition"); // Model and View matrix locations (required for lighting) int modelLoc = GetShaderLocation(shader, "modelMatrix"); |
