normalTexture -> normalMap;
@@ -130,7 +130,7 @@ const char* lovrUnlitFragmentShader = ""
const char* lovrStandardVertexShader = ""
"out vec3 vVertexPositionWorld; \n"
"out vec3 vCameraPositionWorld; \n"
-"#ifdef FLAG_normalTexture \n"
+"#ifdef FLAG_normalMap \n"
"out mat3 vTangentMatrix; \n"
"#else \n"
"out vec3 vNormal; \n"
@@ -139,7 +139,7 @@ const char* lovrStandardVertexShader = ""
"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
" vVertexPositionWorld = vec3(lovrModel * vertex); \n"
" vCameraPositionWorld = -lovrView[3].xyz * mat3(lovrView); \n"
-"#ifdef FLAG_normalTexture \n"
+"#ifdef FLAG_normalMap \n"
" vec3 normal = normalize(lovrNormalMatrix * lovrNormal); \n"
" vec3 tangent = normalize(lovrNormalMatrix * lovrTangent.xyz); \n"
" vec3 bitangent = cross(normal, tangent) * lovrTangent.w; \n"
@@ -160,7 +160,7 @@ const char* lovrStandardFragmentShader = ""
"in vec3 vVertexPositionWorld; \n"
"in vec3 vCameraPositionWorld; \n"
-"#ifdef FLAG_normalTexture \n"
+"#ifdef FLAG_normalMap \n"
"in mat3 vTangentMatrix; \n"
"#else \n"
"in vec3 vNormal; \n"
@@ -186,7 +186,7 @@ const char* lovrStandardFragmentShader = ""
" vec3 baseColor = texture(lovrDiffuseTexture, uv).rgb * lovrDiffuseColor.rgb; \n"
" float metalness = texture(lovrMetalnessTexture, uv).b * lovrMetalness; \n"
" float roughness = max(texture(lovrRoughnessTexture, uv).g * lovrRoughness, .05); \n"
-"#ifdef FLAG_normalTexture \n"
+"#ifdef FLAG_normalMap \n"
" vec3 N = normalize(vTangentMatrix * (texture(lovrNormalTexture, uv).rgb * 2. - 1.)); \n"
"#else \n"
" vec3 N = normalize(vNormal); \n"
