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Renamed shader variable

Ray 7 år sedan
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04db494db0
2 ändrade filer med 4 tillägg och 4 borttagningar
  1. 1 1
      examples/models/models_material_pbr.c
  2. 3 3
      examples/models/resources/shaders/pbr.vs

+ 1 - 1
examples/models/models_material_pbr.c

@@ -122,7 +122,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
     mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
 
     // Set view matrix location
-    mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "mMatrix");
+    mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
     mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
     mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
     

+ 3 - 3
examples/models/resources/shaders/pbr.vs

@@ -16,7 +16,7 @@ in vec4 vertexTangent;
 
 // Input uniform values
 uniform mat4 mvp;
-uniform mat4 mMatrix;
+uniform mat4 matModel;
 
 // Output vertex attributes (to fragment shader)
 out vec3 fragPosition;
@@ -31,10 +31,10 @@ void main()
     vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
 
     // Calculate fragment normal based on normal transformations
-    mat3 normalMatrix = transpose(inverse(mat3(mMatrix)));
+    mat3 normalMatrix = transpose(inverse(mat3(matModel)));
 
     // Calculate fragment position based on model transformations
-    fragPosition = vec3(mMatrix*vec4(vertexPosition, 1.0f));
+    fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
 
     // Send vertex attributes to fragment shader
     fragTexCoord = vertexTexCoord;