|
|
@ -2525,25 +2525,34 @@ void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformT |
|
|
|
// Set shader uniform value vector |
|
|
|
void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count) |
|
|
|
{ |
|
|
|
rlEnableShader(shader.id); |
|
|
|
rlSetUniform(locIndex, value, uniformType, count); |
|
|
|
//rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set |
|
|
|
if (locIndex > -1) |
|
|
|
{ |
|
|
|
rlEnableShader(shader.id); |
|
|
|
rlSetUniform(locIndex, value, uniformType, count); |
|
|
|
//rlDisableShader(); // Avoid reseting current shader program, in case other uniforms are set |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Set shader uniform value (matrix 4x4) |
|
|
|
void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat) |
|
|
|
{ |
|
|
|
rlEnableShader(shader.id); |
|
|
|
rlSetUniformMatrix(locIndex, mat); |
|
|
|
//rlDisableShader(); |
|
|
|
if (locIndex > -1) |
|
|
|
{ |
|
|
|
rlEnableShader(shader.id); |
|
|
|
rlSetUniformMatrix(locIndex, mat); |
|
|
|
//rlDisableShader(); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Set shader uniform value for texture |
|
|
|
void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) |
|
|
|
{ |
|
|
|
rlEnableShader(shader.id); |
|
|
|
rlSetUniformSampler(locIndex, texture.id); |
|
|
|
//rlDisableShader(); |
|
|
|
if (locIndex > -1) |
|
|
|
{ |
|
|
|
rlEnableShader(shader.id); |
|
|
|
rlSetUniformSampler(locIndex, texture.id); |
|
|
|
//rlDisableShader(); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Get a ray trace from mouse position |
|
|
|