Renamed modelviewprojection matrix

This commit is contained in:
raysan5 2017-08-25 01:43:55 +02:00
parent 74fd671763
commit 0fc1323c80
4 changed files with 10 additions and 10 deletions

View File

@ -15,7 +15,7 @@ in vec3 vertexNormal;
in vec3 vertexTangent; in vec3 vertexTangent;
// Input uniform values // Input uniform values
uniform mat4 mvpMatrix; uniform mat4 mvp;
uniform mat4 mMatrix; uniform mat4 mMatrix;
// Output vertex attributes (to fragment shader) // Output vertex attributes (to fragment shader)
@ -45,5 +45,5 @@ void main()
fragBinormal = cross(fragNormal, fragTangent); fragBinormal = cross(fragNormal, fragTangent);
// Calculate final vertex position // Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); gl_Position = mvp*vec4(vertexPosition, 1.0);
} }

View File

@ -7,7 +7,7 @@ attribute vec3 vertexNormal;
attribute vec4 vertexColor; attribute vec4 vertexColor;
// Input uniform values // Input uniform values
uniform mat4 mvpMatrix; uniform mat4 mvp;
// Output vertex attributes (to fragment shader) // Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord; varying vec2 fragTexCoord;
@ -22,5 +22,5 @@ void main()
fragColor = vertexColor; fragColor = vertexColor;
// Calculate final vertex position // Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); gl_Position = mvp*vec4(vertexPosition, 1.0);
} }

View File

@ -7,7 +7,7 @@ in vec3 vertexNormal;
in vec4 vertexColor; in vec4 vertexColor;
// Input uniform values // Input uniform values
uniform mat4 mvpMatrix; uniform mat4 mvp;
// Output vertex attributes (to fragment shader) // Output vertex attributes (to fragment shader)
out vec2 fragTexCoord; out vec2 fragTexCoord;
@ -22,5 +22,5 @@ void main()
fragColor = vertexColor; fragColor = vertexColor;
// Calculate final vertex position // Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); gl_Position = mvp*vec4(vertexPosition, 1.0);
} }

View File

@ -3251,12 +3251,12 @@ static Shader LoadShaderDefault(void)
"out vec2 fragTexCoord; \n" "out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n" "out vec4 fragColor; \n"
#endif #endif
"uniform mat4 mvpMatrix; \n" "uniform mat4 mvp; \n"
"void main() \n" "void main() \n"
"{ \n" "{ \n"
" fragTexCoord = vertexTexCoord; \n" " fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n" " fragColor = vertexColor; \n"
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" " gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
"} \n"; "} \n";
// Fragment shader directly defined, no external file required // 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"); shader.locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader.id, "vertexColor");
// Get handles to GLSL uniform locations // 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_COLOR_DIFFUSE] = glGetUniformLocation(shader.id, "colDiffuse");
shader.locs[LOC_MAP_DIFFUSE] = glGetUniformLocation(shader.id, "texture0"); 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); shader->locs[LOC_VERTEX_COLOR] = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
// Get handles to GLSL uniform locations (vertex shader) // 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_PROJECTION] = glGetUniformLocation(shader->id, "projection");
shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view"); shader->locs[LOC_MATRIX_VIEW] = glGetUniformLocation(shader->id, "view");