REVIEWED: Attribute name and location, for consistency
This commit is contained in:
parent
ad82393bb8
commit
ecaa1d3d18
3 changed files with 34 additions and 38 deletions
|
|
@ -1305,7 +1305,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
|
|||
shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES);
|
||||
shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
|
||||
shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS);
|
||||
shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORM] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM);
|
||||
|
||||
// Get handles to GLSL uniform locations (vertex shader)
|
||||
shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
|
||||
|
|
|
|||
Loading…
Reference in a new issue