extern void r_shader_active_texture(uint id);
extern void r_shader_texture_unit_set(RShader *shader, char *name, uint id);
r_shader_uniform_location
uint r_shader_uniform_location(RShader *shader, char *name);
r_shader_uniform_block_location
uint r_shader_uniform_block_location(RShader *shader, char *name);
r_shader_uniform_block_size
uint r_shader_uniform_block_size(RShader *shader, uint block);
r_shader_uniform_data_set
void r_shader_uniform_data_set(RShader *shader, void *data, uint block_id);
r_shader_uniform_matrix_set
void r_shader_uniform_matrix_set(RShader *shader, uint8 *uniform_data, uint block_id, RMatrix *matrix);
r_shader_uniform_texture_pointer_get
uint64 r_shader_uniform_texture_pointer_get(uint texture_id);
r_shader_uniform_texture_set
void r_shader_uniform_texture_set(RShader *shader, uint location, uint64 texture_id);
r_shader_mat4v_set
void r_shader_mat4v_set(uint location, float *matrix);
r_shader_mat3v_set
void r_shader_mat3v_set(uint location, float *matrix);
r_shader_mat2v_set
void r_shader_mat2v_set(uint location, float *matrix);
r_shader_vec4_set
void r_shader_vec4_set(uint location, float v0, float v1, float v2, float v3);
r_shader_vec3_set
void r_shader_vec3_set(uint location, float v0, float v1, float v2);
r_shader_vec2_set
void r_shader_vec2_set(uint location, float v0, float v1);
r_shader_float_set
void r_shader_float_set(uint location, float f);
r_shader_int_set
void r_shader_int_set(uint location, int i);
r_shader_int2_set
void r_shader_int2_set(uint location, int i0, int i1);
r_shader_int3_set
void r_shader_int3_set(uint location, int i0, int i1, int i2);
r_shader_int4_set
void r_shader_int4_set(uint location, int i0, int i1, int i2, int i3);
r_shader_input_fomat_components_get
uint *r_shader_input_fomat_components_get(RShader *s);
r_shader_input_fomat_count_get
uint r_shader_input_fomat_count_get(RShader *s);
r_shader_output_fomat_components_get
uint *r_shader_output_fomat_components_get(RShader *s);
r_shader_output_fomat_count_get
uint r_shader_output_fomat_count_get(RShader *s);
r_shader_state_set_depth_test
void r_shader_state_set_depth_test(RShader *shader, uint depth_test);
r_shader_state_set_cull_face
void r_shader_state_set_cull_face(RShader *shader, uint cull_face);
r_shader_state_set_blend_mode
void r_shader_state_set_blend_mode(RShader *shader, uint blend_source, uint blend_destination);
r_shader_state_set_offset
void r_shader_state_set_offset(RShader *shader, float offset_factor, float offset_units);
r_shader_state_set_alpha_to_coverage
void r_shader_state_set_alpha_to_coverage(RShader *shader, boolean alpha_to_coverage);
r_shader_state_set_mask
void r_shader_state_set_mask(RShader *shader, boolean red, boolean green, boolean blue, boolean alpha, boolean depth) ;
r_shader_debug_print_shader
void r_shader_debug_print_shader(RShader *shader);
r_shader_debug_print_uniform_buffer
void r_shader_debug_print_uniform_buffer(RShader *shader, uint8 *uniform_buffer, char *text);
r_shader_presets_get
RShader *r_shader_presets_get(RShaderPresets preset);
Types:
Enum:
RShaderPresets
P_SP_COLOR_UNIFORM |
P_SP_COLOR_VERTEX |
P_SP_TEXTURE |
P_SP_COLORED_UNIFORM_TEXTURE |