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@ -385,18 +385,20 @@ void PBRSetFloat(PBRMaterial *pbrMat, PBRFloatType pbrParamType, float value){ |
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pbrMat->emissivePower = value; |
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SetShaderValue(pbrMat->pbrShader,pbrMat->emissivePowerLoc,&pbrMat->emissivePower,SHADER_UNIFORM_FLOAT); |
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break; |
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}} |
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} |
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} |
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void PBRSetVec2(PBRMaterial *pbrMat,PBRVec2Type type,Vector2 value){ |
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pbrMat->texTiling[0] =value.x; |
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pbrMat->texTiling[1] =value.y; |
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switch(type){ |
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case PBR_VEC2_TILING: |
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pbrMat->texTiling[0] = value.x; |
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pbrMat->texTiling[1] = value.y; |
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SetShaderValue(pbrMat->pbrShader,pbrMat->texTilingLoc,&pbrMat->texTiling,SHADER_UNIFORM_VEC2); |
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break; |
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case PBR_VEC2_OFFSET: |
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pbrMat->texOffset[0] = value.x; |
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pbrMat->texOffset[1] = value.y; |
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SetShaderValue(pbrMat->pbrShader,pbrMat->texOffsetLoc,&pbrMat->texOffset,SHADER_UNIFORM_VEC2); |
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break; |
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} |
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