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Renamed modelviewprojection matrix

raysan5 8 år sedan
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0fc1323c80

+ 2 - 2
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);
 }

+ 2 - 2
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);
 }

+ 2 - 2
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);
 }

+ 4 - 4
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");