Moved new shader locations to end of enum to avoid breaking existing examples. Added gpu skinning on drawing of instanced meshes.
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1 changed files with 38 additions and 5 deletions
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@ -773,14 +773,11 @@ typedef enum {
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SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal
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SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent
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SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color
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SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
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SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
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SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection
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SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform)
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SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection
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SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform)
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SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal
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SHADER_LOC_BONE_MATRICES, // Shader location: array of matrices uniform: boneMatrices
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SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view
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SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color
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SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color
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@ -795,7 +792,10 @@ typedef enum {
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SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
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SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
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SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
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SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
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SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
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SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
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SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
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} ShaderLocationIndex;
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#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
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