From 2a15492726a326d7bd208e6fc452d28c27d30656 Mon Sep 17 00:00:00 2001 From: no Date: Thu, 18 Jun 2026 16:52:21 -0700 Subject: [PATCH] Use defines in default shaders --- src/rlgl.h | 68 +++++++++++++++++++++++++++--------------------------- 1 file changed, 34 insertions(+), 34 deletions(-) diff --git a/src/rlgl.h b/src/rlgl.h index ed5e50fb1..9763ca859 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -5020,16 +5020,16 @@ static void rlLoadShaderDefault(void) const char *defaultVShaderCode = #if defined(GRAPHICS_API_OPENGL_21) "#version 120 \n" - "attribute vec3 vertexPosition; \n" - "attribute vec2 vertexTexCoord; \n" - "attribute vec4 vertexColor; \n" + "attribute vec3 "RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION"; \n" + "attribute vec2 "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD"; \n" + "attribute vec4 "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR"; \n" "varying vec2 fragTexCoord; \n" "varying vec4 fragColor; \n" #elif defined(GRAPHICS_API_OPENGL_33) "#version 330 \n" - "in vec3 vertexPosition; \n" - "in vec2 vertexTexCoord; \n" - "in vec4 vertexColor; \n" + "in vec3 "RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION"; \n" + "in vec2 "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD"; \n" + "in vec4 "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR"; \n" "out vec2 fragTexCoord; \n" "out vec4 fragColor; \n" #endif @@ -5037,27 +5037,27 @@ static void rlLoadShaderDefault(void) #if defined(GRAPHICS_API_OPENGL_ES3) "#version 300 es \n" "precision mediump float; \n" // Precision required for OpenGL ES3 (WebGL 2) (on some browsers) - "in vec3 vertexPosition; \n" - "in vec2 vertexTexCoord; \n" - "in vec4 vertexColor; \n" + "in vec3 "RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION"; \n" + "in vec2 "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD"; \n" + "in vec4 "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR"; \n" "out vec2 fragTexCoord; \n" "out vec4 fragColor; \n" #elif defined(GRAPHICS_API_OPENGL_ES2) "#version 100 \n" "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) (on some browsers) - "attribute vec3 vertexPosition; \n" - "attribute vec2 vertexTexCoord; \n" - "attribute vec4 vertexColor; \n" + "attribute vec3 "RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION"; \n" + "attribute vec2 "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD"; \n" + "attribute vec4 "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR"; \n" "varying vec2 fragTexCoord; \n" "varying vec4 fragColor; \n" #endif - "uniform mat4 mvp; \n" + "uniform mat4 "RL_DEFAULT_SHADER_UNIFORM_NAME_MVP"; \n" "void main() \n" "{ \n" - " fragTexCoord = vertexTexCoord; \n" - " fragColor = vertexColor; \n" - " gl_Position = mvp*vec4(vertexPosition, 1.0); \n" + " fragTexCoord = "RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD"; \n" + " fragColor = "RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR"; \n" + " gl_Position = "RL_DEFAULT_SHADER_UNIFORM_NAME_MVP"*vec4("RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION", 1.0); \n" "} \n"; // Fragment shader directly defined, no external file required @@ -5066,25 +5066,25 @@ static void rlLoadShaderDefault(void) "#version 120 \n" "varying vec2 fragTexCoord; \n" "varying vec4 fragColor; \n" - "uniform sampler2D texture0; \n" - "uniform vec4 colDiffuse; \n" + "uniform sampler2D "RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0"; \n" + "uniform vec4 "RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"; \n" "void main() \n" "{ \n" - " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" - " gl_FragColor = texelColor*colDiffuse*fragColor; \n" + " vec4 texelColor = texture2D("RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0", fragTexCoord); \n" + " gl_FragColor = texelColor*"RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"*fragColor; \n" "} \n"; #elif defined(GRAPHICS_API_OPENGL_33) - "#version 330 \n" + "#version 330 \n" "in vec2 fragTexCoord; \n" "in vec4 fragColor; \n" "out vec4 finalColor; \n" - "uniform sampler2D texture0; \n" - "uniform vec4 colDiffuse; \n" + "uniform sampler2D "RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0"; \n" + "uniform vec4 "RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"; \n" "void main() \n" "{ \n" - " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " finalColor = texelColor*colDiffuse*fragColor; \n" - "} \n"; + " vec4 texelColor = texture("RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0", fragTexCoord); \n" + " finalColor = texelColor*"RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"*fragColor; \n" + "} \n"; #endif #if defined(GRAPHICS_API_OPENGL_ES3) @@ -5093,24 +5093,24 @@ static void rlLoadShaderDefault(void) "in vec2 fragTexCoord; \n" "in vec4 fragColor; \n" "out vec4 finalColor; \n" - "uniform sampler2D texture0; \n" - "uniform vec4 colDiffuse; \n" + "uniform sampler2D "RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0"; \n" + "uniform vec4 "RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"; \n" "void main() \n" "{ \n" - " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " finalColor = texelColor*colDiffuse*fragColor; \n" + " vec4 texelColor = texture("RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0", fragTexCoord); \n" + " finalColor = texelColor*"RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"*fragColor; \n" "} \n"; #elif defined(GRAPHICS_API_OPENGL_ES2) "#version 100 \n" "precision mediump float; \n" // Precision required for OpenGL ES2 (WebGL) "varying vec2 fragTexCoord; \n" "varying vec4 fragColor; \n" - "uniform sampler2D texture0; \n" - "uniform vec4 colDiffuse; \n" + "uniform sampler2D "RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0"; \n" + "uniform vec4 "RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"; \n" "void main() \n" "{ \n" - " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" - " gl_FragColor = texelColor*colDiffuse*fragColor; \n" + " vec4 texelColor = texture2D("RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0", fragTexCoord); \n" + " gl_FragColor = texelColor*"RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR"*fragColor; \n" "} \n"; #endif