namespace Raylib_cs { /// Shader location index public enum ShaderLocationIndex { SHADER_LOC_VERTEX_POSITION = 0, SHADER_LOC_VERTEX_TEXCOORD01, SHADER_LOC_VERTEX_TEXCOORD02, SHADER_LOC_VERTEX_NORMAL, SHADER_LOC_VERTEX_TANGENT, SHADER_LOC_VERTEX_COLOR, SHADER_LOC_MATRIX_MVP, SHADER_LOC_MATRIX_VIEW, SHADER_LOC_MATRIX_PROJECTION, SHADER_LOC_MATRIX_MODEL, SHADER_LOC_MATRIX_NORMAL, SHADER_LOC_VECTOR_VIEW, SHADER_LOC_COLOR_DIFFUSE, SHADER_LOC_COLOR_SPECULAR, SHADER_LOC_COLOR_AMBIENT, SHADER_LOC_MAP_ALBEDO, SHADER_LOC_MAP_METALNESS, SHADER_LOC_MAP_NORMAL, SHADER_LOC_MAP_ROUGHNESS, SHADER_LOC_MAP_OCCLUSION, SHADER_LOC_MAP_EMISSION, SHADER_LOC_MAP_HEIGHT, SHADER_LOC_MAP_CUBEMAP, SHADER_LOC_MAP_IRRADIANCE, SHADER_LOC_MAP_PREFILTER, SHADER_LOC_MAP_BRDF, SHADER_LOC_MAP_DIFFUSE = SHADER_LOC_MAP_ALBEDO, SHADER_LOC_MAP_SPECULAR = SHADER_LOC_MAP_METALNESS, } }