Updated shader convention
Vertex input are now prefixed by "Vertex" (VertexPosition, VertexNormal, ..) Same for Material input (MaterialAmbientColor, MaterialShininess, ...) Former-commit-id: 1fbf8b8b32546a21ee23ff83714c860a9a8fce4f
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@@ -67,10 +67,10 @@ void NzMaterial::Apply() const
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}
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#endif
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int ambientColorLocation = shader->GetUniformLocation("AmbientColor");
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int diffuseColorLocation = shader->GetUniformLocation("DiffuseColor");
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int shininessLocation = shader->GetUniformLocation("Shininess");
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int specularColorLocation = shader->GetUniformLocation("SpecularColor");
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int ambientColorLocation = shader->GetUniformLocation("MaterialAmbientColor");
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int diffuseColorLocation = shader->GetUniformLocation("MaterialDiffuseColor");
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int shininessLocation = shader->GetUniformLocation("MaterialShininess");
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int specularColorLocation = shader->GetUniformLocation("MaterialSpecularColor");
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if (ambientColorLocation != -1)
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shader->SendColor(ambientColorLocation, m_ambientColor);
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@@ -80,7 +80,7 @@ void NzMaterial::Apply() const
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if (m_diffuseMap)
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{
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int diffuseMapLocation = shader->GetUniformLocation("DiffuseMap");
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int diffuseMapLocation = shader->GetUniformLocation("MaterialDiffuseMap");
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if (diffuseMapLocation != -1)
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{
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nzUInt8 textureUnit;
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@@ -99,7 +99,7 @@ void NzMaterial::Apply() const
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if (m_specularMap)
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{
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int specularMapLocation = shader->GetUniformLocation("SpecularMap");
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int specularMapLocation = shader->GetUniformLocation("MaterialSpecularMap");
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if (specularMapLocation != -1)
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{
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nzUInt8 textureUnit;
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