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REVIEWED: Renamed some shaders, fix #2707

Ray 2 yıl önce
ebeveyn
işleme
0e5cd442be

+ 0 - 0
examples/shaders/resources/shaders/glsl100/base_lighting.vs → examples/shaders/resources/shaders/glsl100/lighting.vs


+ 0 - 0
examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs → examples/shaders/resources/shaders/glsl100/lighting_instanced.vs


+ 0 - 0
examples/shaders/resources/shaders/glsl120/base_lighting.vs → examples/shaders/resources/shaders/glsl120/lighting.vs


+ 0 - 0
examples/shaders/resources/shaders/glsl330/base_lighting.vs → examples/shaders/resources/shaders/glsl330/lighting.vs


+ 1 - 1
examples/shaders/shaders_basic_lighting.c

@@ -57,7 +57,7 @@ int main(void)
     Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
     
     // Load basic lighting shader
-    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
+    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
                                TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
     // Get some required shader locations
     shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");

+ 1 - 1
examples/shaders/shaders_fog.c

@@ -63,7 +63,7 @@ int main(void)
     modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
 
     // Load shader and set up some uniforms
-    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
+    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
                                TextFormat("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
     shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
     shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");