From 4dfffff19b003172c214a9b185ee29b990fd5b70 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 3 Jun 2016 17:30:09 +0200 Subject: [PATCH] Review uniform name --- shaders/glsl100/grayscale.fs | 4 ++-- shaders/glsl100/template.fs | 4 ++-- shaders/glsl330/grayscale.fs | 4 ++-- shaders/glsl330/phong.fs | 4 ++-- shaders/glsl330/template.fs | 4 ++-- 5 files changed, 10 insertions(+), 10 deletions(-) diff --git a/shaders/glsl100/grayscale.fs b/shaders/glsl100/grayscale.fs index f92ec335c..c76dd8aff 100644 --- a/shaders/glsl100/grayscale.fs +++ b/shaders/glsl100/grayscale.fs @@ -8,14 +8,14 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables void main() { // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor; + vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor; // Convert texel color to grayscale using NTSC conversion weights float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); diff --git a/shaders/glsl100/template.fs b/shaders/glsl100/template.fs index a39428907..c1126423a 100644 --- a/shaders/glsl100/template.fs +++ b/shaders/glsl100/template.fs @@ -8,7 +8,7 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables @@ -19,5 +19,5 @@ void main() // NOTE: Implement here your fragment shader code - gl_FragColor = texelColor*fragTintColor; + gl_FragColor = texelColor*colDiffuse; } \ No newline at end of file diff --git a/shaders/glsl330/grayscale.fs b/shaders/glsl330/grayscale.fs index d4a8824f6..5b3e11be6 100644 --- a/shaders/glsl330/grayscale.fs +++ b/shaders/glsl330/grayscale.fs @@ -6,7 +6,7 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; @@ -16,7 +16,7 @@ out vec4 finalColor; void main() { // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor; + vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor; // Convert texel color to grayscale using NTSC conversion weights float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); diff --git a/shaders/glsl330/phong.fs b/shaders/glsl330/phong.fs index c14b346a9..b2414a159 100644 --- a/shaders/glsl330/phong.fs +++ b/shaders/glsl330/phong.fs @@ -6,7 +6,7 @@ in vec3 fragNormal; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; @@ -44,7 +44,7 @@ vec3 DiffuseLighting(in vec3 N, in vec3 L) // Lambertian reflection calculation float diffuse = clamp(dot(N, L), 0, 1); - return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse); + return (colDiffuse.xyz*lightDiffuseColor*lightIntensity*diffuse); } // Calculate specular lighting component diff --git a/shaders/glsl330/template.fs b/shaders/glsl330/template.fs index 55b8d4a49..2e73de14e 100644 --- a/shaders/glsl330/template.fs +++ b/shaders/glsl330/template.fs @@ -6,7 +6,7 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; @@ -20,5 +20,5 @@ void main() // NOTE: Implement here your fragment shader code - finalColor = texelColor*fragTintColor; + finalColor = texelColor*colDiffuse; }