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-rw-r--r--examples/shaders_basic_lighting.c22
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");