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https://github.com/raysan5/raylib.git
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REVIEWED: Attribute name and location, for consistency
This commit is contained in:
30
src/rlgl.h
30
src/rlgl.h
@ -345,16 +345,14 @@
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
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#endif
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#ifdef SUPPORT_GPU_SKINNING
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES 7
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES 7
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS 9
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 8
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM 9
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#endif
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//----------------------------------------------------------------------------------
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@ -1018,8 +1016,8 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES "boneMatrices" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEMATRICES
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM "instanceTransform" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM
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#endif
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
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@ -4335,20 +4333,18 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
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glAttachShader(programId, vShaderId);
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glAttachShader(programId, fShaderId);
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// NOTE: Default attribute shader locations must be Bound before linking
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// Default attribute shader locations must be bound before linking
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// NOTE: There is no problem with binding a generic attribute index to an attribute variable name
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// that is never used; if some attrib name is no found on the shader, it locations becomes -1
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORMS, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS);
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#ifdef SUPPORT_GPU_SKINNING
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCETRANSFORM, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORM);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEINDICES, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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#endif
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// NOTE: If some attrib name is no found on the shader, it locations becomes -1
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glLinkProgram(programId);
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