From 1ae3def88186860944ba34ee1413c1b47119c1fa Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Sun, 5 Mar 2023 16:51:27 +0100 Subject: [PATCH] Shaders: don't name a variable differently than the uniform struct. No reason. Only adds confusion. --- doc/snippets/MagnumShaders-gl.cpp | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/doc/snippets/MagnumShaders-gl.cpp b/doc/snippets/MagnumShaders-gl.cpp index 55e98e5f8..7193089ec 100644 --- a/doc/snippets/MagnumShaders-gl.cpp +++ b/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] */ }