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@ -1877,7 +1877,39 @@ pub const MaterialMapIndex = enum(c_int) {
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brdf = 10,
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brdf = 10,
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};
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};
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pub const ShaderLocationIndex = enum(c_int) { vertex_position = 0, vertex_texcoord01 = 1, vertex_texcoord02 = 2, vertex_normal = 3, vertex_tangent = 4, vertex_color = 5, matrix_mvp = 6, matrix_view = 7, matrix_projection = 8, matrix_model = 9, matrix_normal = 10, vector_view = 11, color_diffuse = 12, color_specular = 13, color_ambient = 14, map_albedo = 15, map_metalness = 16, map_normal = 17, map_roughness = 18, map_occlusion = 19, map_emission = 20, map_height = 21, map_cubemap = 22, map_irradiance = 23, map_prefilter = 24, map_brdf = 25, vertex_boneids = 26, vertex_boneweights = 27, bone_matrices = 28, shader_loc_vertex_instance_tx };
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pub const ShaderLocationIndex = enum(c_int) {
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vertex_position = 0,
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vertex_texcoord01 = 1,
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vertex_texcoord02 = 2,
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vertex_normal = 3,
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vertex_tangent = 4,
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vertex_color = 5,
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matrix_mvp = 6,
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matrix_view = 7,
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matrix_projection = 8,
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matrix_model = 9,
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matrix_normal = 10,
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vector_view = 11,
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color_diffuse = 12,
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color_specular = 13,
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color_ambient = 14,
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map_albedo = 15,
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map_metalness = 16,
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map_normal = 17,
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map_roughness = 18,
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map_occlusion = 19,
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map_emission = 20,
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map_height = 21,
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map_cubemap = 22,
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map_irradiance = 23,
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map_prefilter = 24,
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map_brdf = 25,
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vertex_boneids = 26,
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vertex_boneweights = 27,
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bone_matrices = 28,
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shader_loc_vertex_instance_tx = 29,
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//
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};
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pub const ShaderUniformDataType = enum(c_int) {
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pub const ShaderUniformDataType = enum(c_int) {
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float = 0,
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float = 0,
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@ -1877,7 +1877,39 @@ pub const MaterialMapIndex = enum(c_int) {
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brdf = 10,
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brdf = 10,
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};
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};
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pub const ShaderLocationIndex = enum(c_int) { vertex_position = 0, vertex_texcoord01 = 1, vertex_texcoord02 = 2, vertex_normal = 3, vertex_tangent = 4, vertex_color = 5, matrix_mvp = 6, matrix_view = 7, matrix_projection = 8, matrix_model = 9, matrix_normal = 10, vector_view = 11, color_diffuse = 12, color_specular = 13, color_ambient = 14, map_albedo = 15, map_metalness = 16, map_normal = 17, map_roughness = 18, map_occlusion = 19, map_emission = 20, map_height = 21, map_cubemap = 22, map_irradiance = 23, map_prefilter = 24, map_brdf = 25, vertex_boneids = 26, vertex_boneweights = 27, bone_matrices = 28, shader_loc_vertex_instance_tx };
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pub const ShaderLocationIndex = enum(c_int) {
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vertex_position = 0,
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vertex_texcoord01 = 1,
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vertex_texcoord02 = 2,
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vertex_normal = 3,
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vertex_tangent = 4,
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vertex_color = 5,
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matrix_mvp = 6,
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matrix_view = 7,
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matrix_projection = 8,
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matrix_model = 9,
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matrix_normal = 10,
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vector_view = 11,
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color_diffuse = 12,
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color_specular = 13,
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color_ambient = 14,
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map_albedo = 15,
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map_metalness = 16,
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map_normal = 17,
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map_roughness = 18,
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map_occlusion = 19,
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map_emission = 20,
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map_height = 21,
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map_cubemap = 22,
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map_irradiance = 23,
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map_prefilter = 24,
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map_brdf = 25,
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vertex_boneids = 26,
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vertex_boneweights = 27,
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bone_matrices = 28,
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shader_loc_vertex_instance_tx = 29,
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//
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};
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pub const ShaderUniformDataType = enum(c_int) {
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pub const ShaderUniformDataType = enum(c_int) {
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float = 0,
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float = 0,
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