Rename BRDG typo to BDRF (#2028)
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@ -229,7 +229,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
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mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
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mat.maps[MATERIAL_MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
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UnloadShader(shdrBRDF);
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//--------------------------------------------------------------------------------------------------------
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@ -1870,7 +1870,7 @@
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"description": ""
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},
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{
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"name": "MATERIAL_MAP_BRDG",
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"name": "MATERIAL_MAP_BRDF",
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"value": 10,
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"description": ""
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}
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@ -448,7 +448,7 @@ Enum 08: MaterialMapIndex (11 values)
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Value[MATERIAL_MAP_CUBEMAP]: 7
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Value[MATERIAL_MAP_IRRADIANCE]: 8
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Value[MATERIAL_MAP_PREFILTER]: 9
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Value[MATERIAL_MAP_BRDG]: 10
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Value[MATERIAL_MAP_BRDF]: 10
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Enum 09: ShaderLocationIndex (26 values)
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Name: ShaderLocationIndex
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Description:
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@ -407,7 +407,7 @@
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<Value name="MATERIAL_MAP_CUBEMAP" integer="7" desc="" />
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<Value name="MATERIAL_MAP_IRRADIANCE" integer="8" desc="" />
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<Value name="MATERIAL_MAP_PREFILTER" integer="9" desc="" />
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<Value name="MATERIAL_MAP_BRDG" integer="10" desc="" />
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<Value name="MATERIAL_MAP_BRDF" integer="10" desc="" />
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</Enum>
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<Enum name="ShaderLocationIndex" valueCount="26" desc="">
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<Value name="SHADER_LOC_VERTEX_POSITION" integer="0" desc="" />
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@ -708,7 +708,7 @@ typedef enum {
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MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
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MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
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MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
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MATERIAL_MAP_BRDG // Brdg material
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MATERIAL_MAP_BRDF // Brdf material
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} MaterialMapIndex;
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#define MATERIAL_MAP_DIFFUSE MATERIAL_MAP_ALBEDO
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