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@ -335,19 +335,15 @@ typedef unsigned char byte; |
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// Shader uniform data types |
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typedef enum { |
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UNIFORM_BOOL = 0, |
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UNIFORM_FLOAT = 0, |
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UNIFORM_VEC2, |
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UNIFORM_VEC3, |
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UNIFORM_VEC4, |
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UNIFORM_INT, |
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UNIFORM_UNIT, |
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UNIFORM_FLOAT, |
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UNIFORM_IVEC2, |
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UNIFORM_IVEC3, |
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UNIFORM_IVEC4, |
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UNIFORM_UVEC2, |
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UNIFORM_UVEC3, |
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UNIFORM_UVEC4, |
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UNIFORM_VEC2, |
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UNIFORM_VEC3, |
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UNIFORM_VEC4, |
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UNIFORM_SAMPLER2D |
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} ShaderUniformDataType; |
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#define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO |
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@ -2922,19 +2918,15 @@ void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int unifo |
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switch (uniformType) |
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{ |
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case UNIFORM_BOOL: glUniform1iv(uniformLoc, count, (int *)value); break; |
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case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; |
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case UNIFORM_UNIT: glUniform1uiv(uniformLoc, count, (unsigned int *)value); break; |
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case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break; |
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case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; |
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case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; |
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case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; |
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case UNIFORM_UVEC2: glUniform2uiv(uniformLoc, count, (unsigned int *)value); break; |
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case UNIFORM_UVEC3: glUniform3uiv(uniformLoc, count, (unsigned int *)value); break; |
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case UNIFORM_UVEC4: glUniform4uiv(uniformLoc, count, (unsigned int *)value); break; |
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case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break; |
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case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break; |
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case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break; |
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case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; |
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case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; |
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case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; |
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case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; |
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case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break; |
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default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized"); |
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} |
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