diff --git a/src/raylib.h b/src/raylib.h index 5e18ae00..ed863649 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -678,19 +678,15 @@ typedef enum { // Shader uniform data types typedef enum { - UNIFORM_BOOL = 0, - UNIFORM_INT, - UNIFORM_UNIT, - UNIFORM_FLOAT, - UNIFORM_IVEC2, - UNIFORM_IVEC3, - UNIFORM_IVEC4, - UNIFORM_UVEC2, - UNIFORM_UVEC3, - UNIFORM_UVEC4, + UNIFORM_FLOAT = 0, UNIFORM_VEC2, UNIFORM_VEC3, UNIFORM_VEC4, + UNIFORM_INT, + UNIFORM_IVEC2, + UNIFORM_IVEC3, + UNIFORM_IVEC4, + UNIFORM_SAMPLER2D } ShaderUniformDataType; // Material map type diff --git a/src/rlgl.h b/src/rlgl.h index e40553bc..27b577a3 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -335,19 +335,15 @@ typedef unsigned char byte; // Shader uniform data types typedef enum { - UNIFORM_BOOL = 0, - UNIFORM_INT, - UNIFORM_UNIT, - UNIFORM_FLOAT, - UNIFORM_IVEC2, - UNIFORM_IVEC3, - UNIFORM_IVEC4, - UNIFORM_UVEC2, - UNIFORM_UVEC3, - UNIFORM_UVEC4, + UNIFORM_FLOAT = 0, UNIFORM_VEC2, UNIFORM_VEC3, UNIFORM_VEC4, + UNIFORM_INT, + UNIFORM_IVEC2, + UNIFORM_IVEC3, + UNIFORM_IVEC4, + UNIFORM_SAMPLER2D } ShaderUniformDataType; #define LOC_MAP_DIFFUSE LOC_MAP_ALBEDO @@ -2922,19 +2918,15 @@ void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int unifo switch (uniformType) { - case UNIFORM_BOOL: glUniform1iv(uniformLoc, count, (int *)value); break; - case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; - case UNIFORM_UNIT: glUniform1uiv(uniformLoc, count, (unsigned int *)value); break; case UNIFORM_FLOAT: glUniform1fv(uniformLoc, count, (float *)value); break; - case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; - case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; - case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; - case UNIFORM_UVEC2: glUniform2uiv(uniformLoc, count, (unsigned int *)value); break; - case UNIFORM_UVEC3: glUniform3uiv(uniformLoc, count, (unsigned int *)value); break; - case UNIFORM_UVEC4: glUniform4uiv(uniformLoc, count, (unsigned int *)value); break; case UNIFORM_VEC2: glUniform2fv(uniformLoc, count, (float *)value); break; case UNIFORM_VEC3: glUniform3fv(uniformLoc, count, (float *)value); break; case UNIFORM_VEC4: glUniform4fv(uniformLoc, count, (float *)value); break; + case UNIFORM_INT: glUniform1iv(uniformLoc, count, (int *)value); break; + case UNIFORM_IVEC2: glUniform2iv(uniformLoc, count, (int *)value); break; + case UNIFORM_IVEC3: glUniform3iv(uniformLoc, count, (int *)value); break; + case UNIFORM_IVEC4: glUniform4iv(uniformLoc, count, (int *)value); break; + case UNIFORM_SAMPLER2D: glUniform1iv(uniformLoc, count, (int *)value); break; default: TraceLog(LOG_WARNING, "Shader uniform could not be set data type not recognized"); }