Renamed modelviewprojection matrix

This commit is contained in:
raysan5 2017-08-25 01:43:55 +02:00
parent 74fd671763
commit 0fc1323c80
4 changed files with 10 additions and 10 deletions

View file

@ -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);
}

View file

@ -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);
}

View file

@ -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);
}