diff options
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 |
