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@@ -115,6 +115,15 @@
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#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
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#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
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#endif
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+
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+// Default vertex attribute names on shader to set location points
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+#define DEFAULT_ATTRIB_POSITION_NAME "vertexPosition" // shader-location = 0
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+#define DEFAULT_ATTRIB_TEXCOORD_NAME "vertexTexCoord" // shader-location = 1
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+#define DEFAULT_ATTRIB_NORMAL_NAME "vertexNormal" // shader-location = 2
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+#define DEFAULT_ATTRIB_COLOR_NAME "vertexColor" // shader-location = 3
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+#define DEFAULT_ATTRIB_TANGENT_NAME "vertexTangent" // shader-location = 4
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+#define DEFAULT_ATTRIB_TEXCOORD2_NAME "vertexTexCoord2" // shader-location = 5
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+
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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@@ -2220,12 +2229,12 @@ static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
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glAttachShader(program, fragmentShader);
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// NOTE: Default attribute shader locations must be binded before linking
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- glBindAttribLocation(program, 0, "vertexPosition");
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- glBindAttribLocation(program, 1, "vertexTexCoord");
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- glBindAttribLocation(program, 2, "vertexNormal");
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- glBindAttribLocation(program, 3, "vertexColor");
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- glBindAttribLocation(program, 4, "vertexTangent");
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- glBindAttribLocation(program, 5, "vertexTexCoord2");
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+ glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME);
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+ glBindAttribLocation(program, 1, DEFAULT_ATTRIB_TEXCOORD_NAME);
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+ glBindAttribLocation(program, 2, DEFAULT_ATTRIB_NORMAL_NAME);
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+ glBindAttribLocation(program, 3, DEFAULT_ATTRIB_COLOR_NAME);
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+ glBindAttribLocation(program, 4, DEFAULT_ATTRIB_TANGENT_NAME);
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+ glBindAttribLocation(program, 5, DEFAULT_ATTRIB_TEXCOORD2_NAME);
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// NOTE: If some attrib name is no found on the shader, it locations becomes -1
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