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