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@@ -762,22 +762,50 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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// Default shader vertex attribute names to set location points
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#ifndef DEFAULT_SHADER_ATTRIB_NAME_POSITION
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- #define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
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+ #define DEFAULT_SHADER_ATTRIB_NAME_POSITION "vertexPosition" // Binded by default to shader location: 0
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#endif
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#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD
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- #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
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+ #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD "vertexTexCoord" // Binded by default to shader location: 1
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#endif
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#ifndef DEFAULT_SHADER_ATTRIB_NAME_NORMAL
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- #define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
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+ #define DEFAULT_SHADER_ATTRIB_NAME_NORMAL "vertexNormal" // Binded by default to shader location: 2
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#endif
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#ifndef DEFAULT_SHADER_ATTRIB_NAME_COLOR
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- #define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
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+ #define DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Binded by default to shader location: 3
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#endif
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#ifndef DEFAULT_SHADER_ATTRIB_NAME_TANGENT
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- #define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
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+ #define DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Binded by default to shader location: 4
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#endif
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#ifndef DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
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- #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
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+ #define DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Binded by default to shader location: 5
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+#endif
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+
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+#ifndef DEFAULT_SHADER_UNIFORM_NAME_MVP
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+ #define DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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+#endif
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+#ifndef DEFAULT_SHADER_UNIFORM_NAME_VIEW
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+ #define DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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+#endif
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+#ifndef DEFAULT_SHADER_UNIFORM_NAME_PROJECTION
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+ #define DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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+#endif
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+#ifndef DEFAULT_SHADER_UNIFORM_NAME_MODEL
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+ #define DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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+#endif
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+#ifndef DEFAULT_SHADER_UNIFORM_NAME_NORMAL
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+ #define DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView))
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+#endif
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+#ifndef DEFAULT_SHADER_UNIFORM_NAME_COLOR
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+ #define DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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+#endif
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+#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
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+ #define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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+#endif
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+#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1
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+ #define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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+#endif
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+#ifndef DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2
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+ #define DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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#endif
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//----------------------------------------------------------------------------------
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