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@ -450,7 +450,7 @@ typedef enum { |
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#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO |
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#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS |
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// Shader uniform data type |
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// Shader uniform data type |
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typedef enum { |
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RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float |
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RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) |
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@ -1814,14 +1814,14 @@ void rlSetBlendMode(int mode) |
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{ |
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// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors() |
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glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); |
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} break; |
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case RL_BLEND_CUSTOM_SEPARATE: |
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{ |
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// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate() |
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glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha); |
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glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha); |
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} break; |
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default: break; |
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} |
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@ -1843,7 +1843,7 @@ void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation) |
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RLGL.State.glBlendSrcFactor = glSrcFactor; |
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RLGL.State.glBlendDstFactor = glDstFactor; |
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RLGL.State.glBlendEquation = glEquation; |
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RLGL.State.glCustomBlendModeModified = true; |
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} |
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#endif |
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@ -1866,7 +1866,7 @@ void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int g |
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RLGL.State.glBlendDestFactorAlpha = glDstAlpha; |
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RLGL.State.glBlendEquationRGB = glEqRGB; |
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RLGL.State.glBlendEquationAlpha = glEqAlpha; |
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RLGL.State.glCustomBlendModeModified = true; |
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} |
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#endif |
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