Corrected namings
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parent
037edbaa13
commit
8bbbe8cd76
1 changed files with 8 additions and 8 deletions
16
src/rlgl.c
16
src/rlgl.c
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@ -2425,12 +2425,12 @@ static void LoadDefaultShaderLocations(Shader *shader)
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// vertex texcoord2 location = 5
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// vertex texcoord2 location = 5
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// Get handles to GLSL input attibute locations
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// Get handles to GLSL input attibute locations
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shader->vertexLoc = glGetAttribLocation(shader->id, "vertexPosition");
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shader->vertexLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_POSITION_NAME);
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shader->texcoordLoc = glGetAttribLocation(shader->id, "vertexTexCoord");
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shader->texcoordLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD_NAME);
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shader->normalLoc = glGetAttribLocation(shader->id, "vertexNormal");
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shader->normalLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_NORMAL_NAME);
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shader->colorLoc = glGetAttribLocation(shader->id, "vertexColor");
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shader->colorLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_COLOR_NAME);
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shader->tangentLoc = glGetAttribLocation(shader->id, "vertexTangent");
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shader->tangentLoc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TANGENT_NAME);
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shader->texcoord2Loc = glGetAttribLocation(shader->id, "vertexTexCoord2");
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shader->texcoord2Loc = glGetAttribLocation(shader->id, DEFAULT_ATTRIB_TEXCOORD2_NAME);
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// Get handles to GLSL uniform locations (vertex shader)
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// Get handles to GLSL uniform locations (vertex shader)
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shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
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shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
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@ -2447,8 +2447,8 @@ static void UnloadDefaultShader(void)
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{
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{
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glUseProgram(0);
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glUseProgram(0);
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//glDetachShader(defaultShaderProgram, vertexShader);
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//glDetachShader(defaultShader, vertexShader);
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//glDetachShader(defaultShaderProgram, fragmentShader);
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//glDetachShader(defaultShader, fragmentShader);
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//glDeleteShader(vertexShader); // Already deleted on shader compilation
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//glDeleteShader(vertexShader); // Already deleted on shader compilation
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//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
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//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
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glDeleteProgram(defaultShader.id);
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glDeleteProgram(defaultShader.id);
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