From d53b6f4381485785f7ece3c8004449c20b60ae03 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 25 May 2016 16:19:57 +0200 Subject: 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. --- src/rlgl.h | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'src/rlgl.h') diff --git a/src/rlgl.h b/src/rlgl.h index 0765a8a7..fa35dbc6 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -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 -- cgit v1.2.3