Renamed modelviewprojection matrix
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@ -15,7 +15,7 @@ in vec3 vertexNormal;
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in vec3 vertexTangent;
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// Input uniform values
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uniform mat4 mvpMatrix;
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uniform mat4 mvp;
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uniform mat4 mMatrix;
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// Output vertex attributes (to fragment shader)
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@ -45,5 +45,5 @@ void main()
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fragBinormal = cross(fragNormal, fragTangent);
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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@ -7,7 +7,7 @@ attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvpMatrix;
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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@ -22,5 +22,5 @@ void main()
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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@ -7,7 +7,7 @@ in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvpMatrix;
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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@ -22,5 +22,5 @@ void main()
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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@ -3251,12 +3251,12 @@ static Shader LoadShaderDefault(void)
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"out vec2 fragTexCoord; \n"
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"out vec4 fragColor; \n"
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#endif
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"uniform mat4 mvpMatrix; \n"
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"uniform mat4 mvp; \n"
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"void main() \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" fragColor = vertexColor; \n"
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" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
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" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
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"} \n";
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// Fragment shader directly defined, no external file required
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@ -3302,7 +3302,7 @@ static Shader LoadShaderDefault(void)
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shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
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// Get handles to GLSL uniform locations
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shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvpMatrix");
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shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp");
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shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
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shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0");
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}
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@ -3332,7 +3332,7 @@ static void SetShaderDefaultLocations(Shader *shader)
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shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
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// Get handles to GLSL uniform locations (vertex shader)
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shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvpMatrix");
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shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp");
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shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection");
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shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");
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