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

View File

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

View File

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