Add support for mat3/4 shader uniforms
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@ -776,7 +776,9 @@ typedef enum {
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SHADER_UNIFORM_IVEC2,
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SHADER_UNIFORM_IVEC2,
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SHADER_UNIFORM_IVEC3,
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SHADER_UNIFORM_IVEC3,
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SHADER_UNIFORM_IVEC4,
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SHADER_UNIFORM_IVEC4,
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SHADER_UNIFORM_SAMPLER2D
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SHADER_UNIFORM_SAMPLER2D,
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SHADER_UNIFORM_MAT3,
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SHADER_UNIFORM_MAT4
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} ShaderUniformDataType;
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} ShaderUniformDataType;
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// Pixel formats
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// Pixel formats
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@ -3405,6 +3405,9 @@ void rlSetUniform(int locIndex, const void *value, int uniformType, int count)
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case SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
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case SHADER_UNIFORM_IVEC3: glUniform3iv(locIndex, count, (int *)value); break;
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case SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
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case SHADER_UNIFORM_IVEC4: glUniform4iv(locIndex, count, (int *)value); break;
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case SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
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case SHADER_UNIFORM_SAMPLER2D: glUniform1iv(locIndex, count, (int *)value); break;
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case SHADER_UNIFORM_MAT3: glUniformMatrix3fv(locIndex, count, GL_FALSE, (float*)value); break;
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case SHADER_UNIFORM_MAT4: glUniformMatrix4fv(locIndex, count, GL_FALSE, (float*)value); break;
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default: TRACELOG(LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
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default: TRACELOG(LOG_WARNING, "SHADER: Failed to set uniform value, data type not recognized");
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}
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}
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#endif
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#endif
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