commit a549948ba1abaf0e31c98287d814e0ae6a6af125
parent ee9038b8f9840399e8da90e4a112cc5c57f0705a
Author: David DiPaola <DavidDiPaola@users.noreply.github.com>
Date: Wed, 27 Jun 2018 08:20:24 -0400
01: updated shader variable names to match 02 and 03
Diffstat:
1 file changed, 9 insertions(+), 8 deletions(-)
diff --git a/01-perspective.c b/01-perspective.c
@@ -19,13 +19,14 @@ int
main() {
GLFWwindow * window = ogl_init(400, 240, "01 - triangle with perspective");
+ /* vu: vertex shader uniform, va: vertex shader attribute, fu: fragment shader uniform, fv: fragment shader varying */
const char * program_vertex_source =
"#version 100" "\n"
"precision highp float;" "\n"
- "uniform mat4 uniform_MVP;" "\n" /* uniforms are inputs to vertex shaders that don't change per-vertex */
- "attribute vec3 attribute_position;" "\n" /* attributes are inputs to vertex shaders */
+ "uniform mat4 vu_vertex_MVP;" "\n" /* uniforms are inputs to vertex and fragment shaders that don't change per-vertex */
+ "attribute vec3 va_vertex_position;" "\n" /* attributes are inputs to vertex shaders */
"void main(){" "\n"
- " gl_Position = uniform_MVP * vec4(attribute_position,1);" "\n"
+ " gl_Position = vu_vertex_MVP * vec4(va_vertex_position,1);" "\n"
"}" "\n"
;
const char * program_fragment_source =
@@ -36,7 +37,7 @@ main() {
"}" "\n"
;
GLuint program_ID = ogl_program_build(program_vertex_source, program_fragment_source);
- GLint program_attribute_position_ID = glGetAttribLocation(program_ID, "attribute_position");
+ GLint program_va_vertex_position_ID = glGetAttribLocation(program_ID, "va_vertex_position");
struct ogl_mat4f MVP_projection;
ogl_perspective(45.0f, 0.1f, 100.0f, &MVP_projection);
@@ -67,14 +68,14 @@ main() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program_ID);
- ogl_program_uniform_set_mat4f(program_ID, "uniform_MVP", MVP);
+ ogl_program_uniform_set_mat4f(program_ID, "vu_vertex_MVP", MVP);
- glEnableVertexAttribArray(program_attribute_position_ID);
+ glEnableVertexAttribArray(program_va_vertex_position_ID);
glBindBuffer(GL_ARRAY_BUFFER, triangle_vertexbuffer_ID);
- glVertexAttribPointer(program_attribute_position_ID, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0);
+ glVertexAttribPointer(program_va_vertex_position_ID, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0);
glDrawArrays(GL_TRIANGLES, 0, triangle_vertexbuffer_data_vertexes);
glBindBuffer(GL_ARRAY_BUFFER, 0);
- glDisableVertexAttribArray(program_attribute_position_ID);
+ glDisableVertexAttribArray(program_va_vertex_position_ID);
glfwSwapBuffers(window);
glfwPollEvents();