diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c index 5b567f651786..77fedfeb9e5f 100644 --- a/examples/shaders/shaders_basic_lighting.c +++ b/examples/shaders/shaders_basic_lighting.c @@ -52,10 +52,6 @@ int main(void) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type - // Load plane model from a generated mesh - Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3)); - Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f)); - // Load basic lighting shader Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); @@ -69,10 +65,6 @@ int main(void) int ambientLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4); - // Assign out lighting shader to model - model.materials[0].shader = shader; - cube.materials[0].shader = shader; - // Create lights Light lights[MAX_LIGHTS] = { 0 }; lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader); @@ -112,8 +104,12 @@ int main(void) BeginMode3D(camera); - DrawModel(model, Vector3Zero(), 1.0f, WHITE); - DrawModel(cube, Vector3Zero(), 1.0f, WHITE); + BeginShaderMode(shader); + + DrawPlane(Vector3Zero(), (Vector2) { 10.0, 10.0 }, WHITE); + DrawCube(Vector3Zero(), 2.0, 4.0, 2.0, WHITE); + + EndShaderMode(); // Draw spheres to show where the lights are for (int i = 0; i < MAX_LIGHTS; i++) @@ -136,8 +132,6 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - UnloadModel(model); // Unload the model - UnloadModel(cube); // Unload the model UnloadShader(shader); // Unload shader CloseWindow(); // Close window and OpenGL context