diff --git a/examples/shaders/shaders_basic_pbr.c b/examples/shaders/shaders_basic_pbr.c index d025ab8a9..0dba60f9d 100644 --- a/examples/shaders/shaders_basic_pbr.c +++ b/examples/shaders/shaders_basic_pbr.c @@ -94,9 +94,10 @@ int main() camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type - // Load PBR shader and setup all required locations + // Load the PBR shader and setup all required locations Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION)); + shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(shader, "albedoMap"); // WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture // They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience, @@ -105,11 +106,11 @@ int main() shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap"); // WARNING: Similar to the MRA map, the emissive map packs different information // into a single texture: it stores height and emission data - // It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader + // It is binded to the SHADER_LOC_MAP_EMISSION location and properly processed on the shader shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap"); shader.locs[SHADER_LOC_COLOR_DIFFUSE] = GetShaderLocation(shader, "albedoColor"); - // Setup additional required shader locations, including lights data + // Setup additional required shader locations, including the lights data shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); int lightCountLoc = GetShaderLocation(shader, "numOfLights"); int maxLightCount = MAX_LIGHTS; @@ -122,7 +123,7 @@ int main() SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, SHADER_UNIFORM_VEC3); SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, SHADER_UNIFORM_FLOAT); - // Get location for shader parameters that can be modified in real time + // Get the location for shader parameters that can be modified in real time int emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower"); int emissiveColorLoc = GetShaderLocation(shader, "emissiveColor"); int textureTilingLoc = GetShaderLocation(shader, "tiling");