Changed Shader conventions

Uniform variable are now CamelCase


Former-commit-id: 7b08fb6b7d32f0f9a92b5086719f3e9981483e16
This commit is contained in:
Lynix 2012-12-25 12:14:32 +01:00
parent ea1275e4f5
commit a9e82f6014
3 changed files with 11 additions and 11 deletions

View File

@ -1,10 +1,10 @@
#version 110
varying vec2 TexCoord;
varying vec2 vTexCoord;
uniform sampler2D diffuseMap;
uniform sampler2D DiffuseMap;
void main()
{
gl_FragColor = texture2D(diffuseMap, TexCoord);
gl_FragColor = texture2D(DiffuseMap, vTexCoord);
}

View File

@ -5,10 +5,10 @@ attribute vec2 TexCoord0;
uniform mat4 WorldViewProjMatrix;
varying vec2 TexCoord;
varying vec2 vTexCoord;
void main()
{
gl_Position = WorldViewProjMatrix * vec4(Position, 1.0);
TexCoord = TexCoord0;
vTexCoord = TexCoord0;
}

View File

@ -39,10 +39,10 @@ void NzMaterial::Apply() const
}
#endif
int ambientColorLocation = shader->GetUniformLocation("ambientColor");
int diffuseColorLocation = shader->GetUniformLocation("diffuseColor");
int shininessLocation = shader->GetUniformLocation("shininess");
int specularColorLocation = shader->GetUniformLocation("specularColor");
int ambientColorLocation = shader->GetUniformLocation("AmbientColor");
int diffuseColorLocation = shader->GetUniformLocation("DiffuseColor");
int shininessLocation = shader->GetUniformLocation("Shininess");
int specularColorLocation = shader->GetUniformLocation("SpecularColor");
if (ambientColorLocation != -1)
shader->SendColor(ambientColorLocation, m_ambientColor);
@ -52,7 +52,7 @@ void NzMaterial::Apply() const
if (m_diffuseMap)
{
int diffuseMapLocation = shader->GetUniformLocation("diffuseMap");
int diffuseMapLocation = shader->GetUniformLocation("DiffuseMap");
if (diffuseMapLocation != -1)
{
nzUInt8 textureUnit;
@ -71,7 +71,7 @@ void NzMaterial::Apply() const
if (m_specularMap)
{
int specularMapLocation = shader->GetUniformLocation("specularMap");
int specularMapLocation = shader->GetUniformLocation("SpecularMap");
if (specularMapLocation != -1)
{
nzUInt8 textureUnit;