Renamed shader variables (more generic names)
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1 changed files with 17 additions and 17 deletions
28
src/raylib.h
28
src/raylib.h
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@ -369,6 +369,7 @@ typedef struct BoundingBox {
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// Vertex data definning a mesh
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typedef struct Mesh {
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int vertexCount; // number of vertices stored in arrays
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int triangleCount; // number of triangles stored (indexed or not)
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float *vertices; // vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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float *texcoords; // vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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@ -376,7 +377,6 @@ typedef struct Mesh {
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float *tangents; // vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
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unsigned char *colors; // vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices; // vertex indices (in case vertex data comes indexed)
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int triangleCount; // number of triangles stored (indexed or not)
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BoundingBox bounds; // mesh limits defined by min and max points
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@ -391,28 +391,28 @@ typedef struct Shader {
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// Vertex attributes locations (default locations)
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int vertexLoc; // Vertex attribute location point (default-location = 0)
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int texcoordLoc; // Texcoord attribute location point (default-location = 1)
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int normalLoc; // Normal attribute location point (default-location = 2)
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int colorLoc; // Color attibute location point (default-location = 3)
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int tangentLoc; // Tangent attribute location point (default-location = 4)
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int texcoord2Loc; // Texcoord2 attribute location point (default-location = 5)
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int normalLoc; // Normal attribute location point (default-location = 2)
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int tangentLoc; // Tangent attribute location point (default-location = 4)
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int colorLoc; // Color attibute location point (default-location = 3)
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// Uniform locations
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int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
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int tintColorLoc; // Diffuse color uniform location point (fragment shader)
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// Texture map locations
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int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
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int mapNormalLoc; // Normal map texture uniform location point (fragment shader)
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int mapSpecularLoc; // Specular map texture uniform location point (fragment shader)
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// Texture map locations (generic for any kind of map)
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int mapTexture0Loc; // Map texture uniform location point (default-texture-unit = 0)
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int mapTexture1Loc; // Map texture uniform location point (default-texture-unit = 1)
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int mapTexture2Loc; // Map texture uniform location point (default-texture-unit = 2)
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} Shader;
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// Material type
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typedef struct Material {
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Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
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Shader shader; // Standard shader (supports 3 map textures)
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Texture2D texDiffuse; // Diffuse texture
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Texture2D texNormal; // Normal texture
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Texture2D texSpecular; // Specular texture
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Texture2D texDiffuse; // Diffuse texture (binded to shader mapTexture0Loc)
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Texture2D texNormal; // Normal texture (binded to shader mapTexture1Loc)
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Texture2D texSpecular; // Specular texture (binded to shader mapTexture2Loc)
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Color colDiffuse; // Diffuse color
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Color colAmbient; // Ambient color
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@ -439,8 +439,8 @@ typedef struct LightData {
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Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float attenuation; // Lost of light intensity with distance (world distance)
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Color diffuse; // Use Vector3 diffuse
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float intensity;
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Color diffuse; // Light color
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float intensity; // Light intensity level
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float coneAngle; // Spot light max angle
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} LightData, *Light;
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