Updated shader convention

Vertex input are now prefixed by "Vertex" (VertexPosition, VertexNormal,
..)
Same for Material input (MaterialAmbientColor, MaterialShininess, ...)


Former-commit-id: 1fbf8b8b32546a21ee23ff83714c860a9a8fce4f
This commit is contained in:
Lynix
2013-01-05 23:52:41 +01:00
parent 492d01cc09
commit c93e8eb585
3 changed files with 22 additions and 22 deletions

View File

@@ -67,10 +67,10 @@ 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("MaterialAmbientColor");
int diffuseColorLocation = shader->GetUniformLocation("MaterialDiffuseColor");
int shininessLocation = shader->GetUniformLocation("MaterialShininess");
int specularColorLocation = shader->GetUniformLocation("MaterialSpecularColor");
if (ambientColorLocation != -1)
shader->SendColor(ambientColorLocation, m_ambientColor);
@@ -80,7 +80,7 @@ void NzMaterial::Apply() const
if (m_diffuseMap)
{
int diffuseMapLocation = shader->GetUniformLocation("DiffuseMap");
int diffuseMapLocation = shader->GetUniformLocation("MaterialDiffuseMap");
if (diffuseMapLocation != -1)
{
nzUInt8 textureUnit;
@@ -99,7 +99,7 @@ void NzMaterial::Apply() const
if (m_specularMap)
{
int specularMapLocation = shader->GetUniformLocation("SpecularMap");
int specularMapLocation = shader->GetUniformLocation("MaterialSpecularMap");
if (specularMapLocation != -1)
{
nzUInt8 textureUnit;