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Shaders: don't name a variable differently than the uniform struct.

No reason. Only adds confusion.
pull/601/head
Vladimír Vondruš 3 years ago
parent
commit
1ae3def881
  1. 24
      doc/snippets/MagnumShaders-gl.cpp

24
doc/snippets/MagnumShaders-gl.cpp

@ -487,8 +487,8 @@ GL::Mesh mesh;
Matrix3 transformationMatrix, projectionMatrix;
GL::Texture2D texture;
/* [DistanceFieldVectorGL-ubo] */
GL::Buffer projectionTransformationUniform, materialUniform, drawUniform;
projectionTransformationUniform.setData({
GL::Buffer transformationProjectionUniform, materialUniform, drawUniform;
transformationProjectionUniform.setData({
Shaders::TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
});
@ -507,7 +507,7 @@ Shaders::DistanceFieldVectorGL2D shader{
Shaders::DistanceFieldVectorGL2D::Configuration{}
.setFlags(Shaders::DistanceFieldVectorGL2D::Flag::UniformBuffers)};
shader
.bindTransformationProjectionBuffer(projectionTransformationUniform)
.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindMaterialBuffer(materialUniform)
.bindDrawBuffer(drawUniform)
.bindVectorTexture(texture)
@ -645,8 +645,8 @@ mesh.setInstanceCount(Containers::arraySize(instanceData))
GL::Mesh mesh;
Matrix4 transformationMatrix, projectionMatrix;
/* [FlatGL-ubo] */
GL::Buffer projectionTransformationUniform, materialUniform, drawUniform;
projectionTransformationUniform.setData({
GL::Buffer transformationProjectionUniform, materialUniform, drawUniform;
transformationProjectionUniform.setData({
Shaders::TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
});
@ -662,7 +662,7 @@ drawUniform.setData({
Shaders::FlatGL3D shader{Shaders::FlatGL3D::Configuration{}
.setFlags(Shaders::FlatGL3D::Flag::UniformBuffers)};
shader
.bindTransformationProjectionBuffer(projectionTransformationUniform)
.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindMaterialBuffer(materialUniform)
.bindDrawBuffer(drawUniform)
.draw(mesh);
@ -1146,8 +1146,8 @@ GL::Mesh mesh;
Matrix3 transformationMatrix, projectionMatrix;
GL::Texture2D texture;
/* [VectorGL-ubo] */
GL::Buffer projectionTransformationUniform, materialUniform, drawUniform;
projectionTransformationUniform.setData({
GL::Buffer transformationProjectionUniform, materialUniform, drawUniform;
transformationProjectionUniform.setData({
Shaders::TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
});
@ -1163,7 +1163,7 @@ drawUniform.setData({
Shaders::VectorGL2D shader{Shaders::VectorGL2D::Configuration{}
.setFlags(Shaders::VectorGL2D::Flag::UniformBuffers)};
shader
.bindTransformationProjectionBuffer(projectionTransformationUniform)
.bindTransformationProjectionBuffer(transformationProjectionUniform)
.bindMaterialBuffer(materialUniform)
.bindDrawBuffer(drawUniform)
.bindVectorTexture(texture)
@ -1209,8 +1209,8 @@ shader.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
GL::Mesh mesh;
Matrix4 transformationMatrix, projectionMatrix;
/* [VertexColorGL-ubo] */
GL::Buffer projectionTransformationUniform;
projectionTransformationUniform.setData({
GL::Buffer transformationProjectionUniform;
transformationProjectionUniform.setData({
Shaders::TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
});
@ -1218,7 +1218,7 @@ projectionTransformationUniform.setData({
Shaders::VertexColorGL3D shader{Shaders::VertexColorGL3D::Configuration{}
.setFlags(Shaders::VertexColorGL3D::Flag::UniformBuffers)};
shader
.bindTransformationProjectionBuffer(projectionTransformationUniform)
.bindTransformationProjectionBuffer(transformationProjectionUniform)
.draw(mesh);
/* [VertexColorGL-ubo] */
}

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