Use defines in default shaders
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aaacda6e14
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68
src/rlgl.h
68
src/rlgl.h
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@ -5020,16 +5020,16 @@ static void rlLoadShaderDefault(void)
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const char *defaultVShaderCode =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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"attribute vec3 vertexPosition; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec4 vertexColor; \n"
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"attribute vec3 "RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION"; \n"
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"attribute vec2 "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD"; \n"
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"attribute vec4 "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR"; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"in vec3 vertexPosition; \n"
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"in vec2 vertexTexCoord; \n"
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"in vec4 vertexColor; \n"
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"in vec3 "RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION"; \n"
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"in vec2 "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD"; \n"
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"in vec4 "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR"; \n"
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"out vec2 fragTexCoord; \n"
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"out vec4 fragColor; \n"
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#endif
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@ -5037,27 +5037,27 @@ static void rlLoadShaderDefault(void)
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#if defined(GRAPHICS_API_OPENGL_ES3)
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"#version 300 es \n"
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"precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers)
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"in vec3 vertexPosition; \n"
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"in vec2 vertexTexCoord; \n"
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"in vec4 vertexColor; \n"
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"in vec3 "RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION"; \n"
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"in vec2 "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD"; \n"
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"in vec4 "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR"; \n"
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"out vec2 fragTexCoord; \n"
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"out vec4 fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers)
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"attribute vec3 vertexPosition; \n"
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"attribute vec2 vertexTexCoord; \n"
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"attribute vec4 vertexColor; \n"
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"attribute vec3 "RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION"; \n"
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"attribute vec2 "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD"; \n"
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"attribute vec4 "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR"; \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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#endif
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"uniform mat4 mvp; \n"
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"uniform mat4 "RL_DEFAULT_SHADER_UNIFORM_NAME_MVP"; \n"
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"void main() \n"
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"{ \n"
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" fragTexCoord = vertexTexCoord; \n"
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" fragColor = vertexColor; \n"
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" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
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" fragTexCoord = "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD"; \n"
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" fragColor = "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR"; \n"
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" gl_Position = "RL_DEFAULT_SHADER_UNIFORM_NAME_MVP"*vec4("RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION", 1.0); \n"
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"} \n";
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// Fragment shader directly defined, no external file required
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@ -5066,25 +5066,25 @@ static void rlLoadShaderDefault(void)
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"#version 120 \n"
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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"uniform sampler2D texture0; \n"
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"uniform vec4 colDiffuse; \n"
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"uniform sampler2D "RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0"; \n"
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"uniform vec4 "RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"; \n"
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"void main() \n"
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"{ \n"
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
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" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
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" vec4 texelColor = texture2D("RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0", fragTexCoord); \n"
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" gl_FragColor = texelColor*"RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"*fragColor; \n"
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"} \n";
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#elif defined(GRAPHICS_API_OPENGL_33)
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"#version 330 \n"
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"#version 330 \n"
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"in vec2 fragTexCoord; \n"
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"in vec4 fragColor; \n"
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"out vec4 finalColor; \n"
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"uniform sampler2D texture0; \n"
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"uniform vec4 colDiffuse; \n"
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"uniform sampler2D "RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0"; \n"
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"uniform vec4 "RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"; \n"
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"void main() \n"
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"{ \n"
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" vec4 texelColor = texture(texture0, fragTexCoord); \n"
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" finalColor = texelColor*colDiffuse*fragColor; \n"
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"} \n";
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" vec4 texelColor = texture("RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0", fragTexCoord); \n"
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" finalColor = texelColor*"RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"*fragColor; \n"
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"} \n";
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#endif
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#if defined(GRAPHICS_API_OPENGL_ES3)
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@ -5093,24 +5093,24 @@ static void rlLoadShaderDefault(void)
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"in vec2 fragTexCoord; \n"
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"in vec4 fragColor; \n"
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"out vec4 finalColor; \n"
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"uniform sampler2D texture0; \n"
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"uniform vec4 colDiffuse; \n"
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"uniform sampler2D "RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0"; \n"
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"uniform vec4 "RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"; \n"
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"void main() \n"
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"{ \n"
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" vec4 texelColor = texture(texture0, fragTexCoord); \n"
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" finalColor = texelColor*colDiffuse*fragColor; \n"
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" vec4 texelColor = texture("RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0", fragTexCoord); \n"
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" finalColor = texelColor*"RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"*fragColor; \n"
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"} \n";
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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"#version 100 \n"
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"precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL)
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"varying vec2 fragTexCoord; \n"
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"varying vec4 fragColor; \n"
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"uniform sampler2D texture0; \n"
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"uniform vec4 colDiffuse; \n"
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"uniform sampler2D "RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0"; \n"
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"uniform vec4 "RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"; \n"
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"void main() \n"
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"{ \n"
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n"
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" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
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" vec4 texelColor = texture2D("RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0", fragTexCoord); \n"
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" gl_FragColor = texelColor*"RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"*fragColor; \n"
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"} \n";
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#endif
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