diff --git a/examples/models/resources/shaders/pbr.vs b/examples/models/resources/shaders/pbr.vs index 6a0fb238..e852ac1a 100644 --- a/examples/models/resources/shaders/pbr.vs +++ b/examples/models/resources/shaders/pbr.vs @@ -15,7 +15,7 @@ in vec3 vertexNormal; in vec3 vertexTangent; // Input uniform values -uniform mat4 mvpMatrix; +uniform mat4 mvp; uniform mat4 mMatrix; // Output vertex attributes (to fragment shader) @@ -45,5 +45,5 @@ void main() fragBinormal = cross(fragNormal, fragTangent); // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); + gl_Position = mvp*vec4(vertexPosition, 1.0); } \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl100/base.vs b/examples/shaders/resources/shaders/glsl100/base.vs index e9386939..4be76b9e 100644 --- a/examples/shaders/resources/shaders/glsl100/base.vs +++ b/examples/shaders/resources/shaders/glsl100/base.vs @@ -7,7 +7,7 @@ attribute vec3 vertexNormal; attribute vec4 vertexColor; // Input uniform values -uniform mat4 mvpMatrix; +uniform mat4 mvp; // Output vertex attributes (to fragment shader) varying vec2 fragTexCoord; @@ -22,5 +22,5 @@ void main() fragColor = vertexColor; // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); + gl_Position = mvp*vec4(vertexPosition, 1.0); } \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/base.vs b/examples/shaders/resources/shaders/glsl330/base.vs index 638cb8ae..f3099e82 100644 --- a/examples/shaders/resources/shaders/glsl330/base.vs +++ b/examples/shaders/resources/shaders/glsl330/base.vs @@ -7,7 +7,7 @@ in vec3 vertexNormal; in vec4 vertexColor; // Input uniform values -uniform mat4 mvpMatrix; +uniform mat4 mvp; // Output vertex attributes (to fragment shader) out vec2 fragTexCoord; @@ -22,5 +22,5 @@ void main() fragColor = vertexColor; // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); + gl_Position = mvp*vec4(vertexPosition, 1.0); } \ No newline at end of file diff --git a/src/rlgl.c b/src/rlgl.c index 184277d0..373dada9 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -3251,12 +3251,12 @@ static Shader LoadShaderDefault(void) "out vec2 fragTexCoord; \n" "out vec4 fragColor; \n" #endif - "uniform mat4 mvpMatrix; \n" + "uniform mat4 mvp; \n" "void main() \n" "{ \n" " fragTexCoord = vertexTexCoord; \n" " fragColor = vertexColor; \n" - " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" + " gl_Position = mvp*vec4(vertexPosition, 1.0); \n" "} \n"; // Fragment shader directly defined, no external file required @@ -3302,7 +3302,7 @@ static Shader LoadShaderDefault(void) shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor"); // Get handles to GLSL uniform locations - shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvpMatrix"); + shader.locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader.id, "mvp"); shader.locs[LOC_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse"); shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); } @@ -3332,7 +3332,7 @@ static void SetShaderDefaultLocations(Shader *shader) shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME); // Get handles to GLSL uniform locations (vertex shader) - shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvpMatrix"); + shader->locs[LOC_MATRIX_MVP] = glGetUniformLocation(shader->id, "mvp"); shader->locs[LOC_MATRIX_PROJECTION] = glGetUniformLocation(shader->id, "projection"); shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");