Shaders management functions.
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65
API.md
65
API.md
@@ -6854,15 +6854,76 @@ Delete framebuffer from GPU
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---
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> success = RL.rlLoadShaderCode( string vsCode, string fsCode )
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> shaderId = RL.rlLoadShaderCode( string vsCode, string fsCode )
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Load shader from code strings
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- Failure return nil
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- Success return int
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---
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> shaderId = RL.rlCompileShader( string shaderCode, int type )
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Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
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- Success return int
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---
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> shaderProgramId = RL.rlLoadShaderProgram( int vShaderId, int fShaderId )
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Load custom shader program
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- Success return int
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---
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> RL.rlUnloadShaderProgram( int id )
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Unload shader program
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---
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> location = RL.rlGetLocationUniform( int shaderId, string uniformName )
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Get shader location uniform
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- Success return int
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---
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> location = RL.rlGetLocationAttrib( int shaderId, string attribName )
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Get shader location attribute
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- Success return int
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---
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> RL.rlSetUniform( int locIndex, Buffer value, int uniformType, int count )
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Set shader value uniform
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---
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> RL.rlSetUniformMatrix( int locIndex, Matrix mat )
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Set shader value matrix
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---
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> RL.rlSetUniformSampler( int locIndex, int textureId )
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Set shader value sampler
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---
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> RL.rlSetShader( int id, int{} locs )
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Set shader currently active (id and locations)
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---
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## RLGL - Matrix state management
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---
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