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@ -3431,6 +3431,10 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) |
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if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER); |
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if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER); |
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if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); |
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if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER); |
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// Get the size of compiled shaders (not available on OpenGL ES 2.0) |
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//GLint binarySize = 0; |
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//glGetProgramiv(programId, GL_PROGRAM_BINARY_LENGTH, &binarySize); |
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if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId; |
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if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId; |
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else |
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else |
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@ -3467,7 +3471,7 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode) |
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{ |
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{ |
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int namelen = -1; |
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int namelen = -1; |
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int num = -1; |
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int num = -1; |
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char name[256]; // Assume no variable names longer than 256 |
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char name[256] = { 0 }; // Assume no variable names longer than 256 |
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GLenum type = GL_ZERO; |
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GLenum type = GL_ZERO; |
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// Get the name of the uniforms |
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// Get the name of the uniforms |
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