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REVIEW: Naming tweaks and comments added #5271
This commit is contained in:
parent
4256be5608
commit
601ff4f02e
114
src/rlgl.h
114
src/rlgl.h
@ -785,8 +785,8 @@ RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode);
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RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
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RLAPI unsigned int rlCompileShader(const char *shaderCode, int type); // Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
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RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
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RLAPI unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program
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RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
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RLAPI void rlUnloadShaderProgram(unsigned int id); // Unload shader program
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RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform
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RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName); // Get shader location uniform, requires shader program id
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RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
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RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute, requires shader program id
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RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
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RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
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RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
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RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
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RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
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RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
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@ -4238,121 +4238,121 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
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// Compile custom shader and return shader id
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// Compile custom shader and return shader id
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unsigned int rlCompileShader(const char *shaderCode, int type)
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unsigned int rlCompileShader(const char *shaderCode, int type)
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{
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{
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unsigned int shader = 0;
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unsigned int shaderId = 0;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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shader = glCreateShader(type);
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shaderId = glCreateShader(type);
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glShaderSource(shader, 1, &shaderCode, NULL);
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glShaderSource(shaderId, 1, &shaderCode, NULL);
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GLint success = 0;
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GLint success = 0;
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glCompileShader(shader);
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glCompileShader(shaderId);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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glGetShaderiv(shaderId, GL_COMPILE_STATUS, &success);
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if (success == GL_FALSE)
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if (success == GL_FALSE)
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{
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{
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switch (type)
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switch (type)
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{
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{
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case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shader); break;
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case GL_VERTEX_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile vertex shader code", shaderId); break;
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case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shader); break;
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case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile fragment shader code", shaderId); break;
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//case GL_GEOMETRY_SHADER:
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//case GL_GEOMETRY_SHADER:
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#if defined(GRAPHICS_API_OPENGL_43)
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#if defined(GRAPHICS_API_OPENGL_43)
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shader); break;
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to compile compute shader code", shaderId); break;
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#elif defined(GRAPHICS_API_OPENGL_33)
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#elif defined(GRAPHICS_API_OPENGL_33)
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shaderId); break;
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#endif
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#endif
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default: break;
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default: break;
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}
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}
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int maxLength = 0;
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int maxLength = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
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glGetShaderiv(shaderId, GL_INFO_LOG_LENGTH, &maxLength);
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if (maxLength > 0)
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if (maxLength > 0)
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{
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{
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int length = 0;
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int length = 0;
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char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
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char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
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glGetShaderInfoLog(shader, maxLength, &length, log);
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glGetShaderInfoLog(shaderId, maxLength, &length, log);
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shader, log);
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Compile error: %s", shaderId, log);
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RL_FREE(log);
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RL_FREE(log);
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}
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}
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// Unload object allocated by glCreateShader(),
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// Unload object allocated by glCreateShader(),
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// despite failing in the compilation process
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// despite failing in the compilation process
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glDeleteShader(shader);
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glDeleteShader(shaderId);
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shader = 0;
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shader = 0;
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}
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}
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else
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else
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{
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{
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switch (type)
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switch (type)
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{
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{
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case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shader); break;
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case GL_VERTEX_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Vertex shader compiled successfully", shaderId); break;
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case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shader); break;
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case GL_FRAGMENT_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Fragment shader compiled successfully", shaderId); break;
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//case GL_GEOMETRY_SHADER:
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//case GL_GEOMETRY_SHADER:
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#if defined(GRAPHICS_API_OPENGL_43)
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#if defined(GRAPHICS_API_OPENGL_43)
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shader); break;
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader compiled successfully", shaderId); break;
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#elif defined(GRAPHICS_API_OPENGL_33)
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#elif defined(GRAPHICS_API_OPENGL_33)
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shader); break;
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case GL_COMPUTE_SHADER: TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43", shaderId); break;
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#endif
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#endif
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default: break;
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default: break;
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}
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}
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}
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}
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#endif
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#endif
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return shader;
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return shaderId;
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}
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}
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// Load custom shader strings and return program id
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// Load custom shader strings and return program id
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unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
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unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
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{
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{
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unsigned int program = 0;
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unsigned int programId = 0;
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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GLint success = 0;
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GLint success = 0;
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program = glCreateProgram();
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programId = glCreateProgram();
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glAttachShader(program, vShaderId);
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glAttachShader(programId, vShaderId);
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glAttachShader(program, fShaderId);
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glAttachShader(programId, fShaderId);
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// NOTE: Default attribute shader locations must be Bound before linking
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// NOTE: Default attribute shader locations must be Bound before linking
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION, RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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#ifdef RL_SUPPORT_MESH_GPU_SKINNING
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
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glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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glBindAttribLocation(programId, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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#endif
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#endif
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// NOTE: If some attrib name is no found on the shader, it locations becomes -1
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// NOTE: If some attrib name is no found on the shader, it locations becomes -1
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glLinkProgram(program);
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glLinkProgram(programId);
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// NOTE: All uniform variables are intitialised to 0 when a program links
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// NOTE: All uniform variables are intitialised to 0 when a program links
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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glGetProgramiv(programId, GL_LINK_STATUS, &success);
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if (success == GL_FALSE)
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if (success == GL_FALSE)
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{
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{
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", program);
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link shader program", programId);
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int maxLength = 0;
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int maxLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
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glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &maxLength);
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if (maxLength > 0)
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if (maxLength > 0)
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{
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{
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int length = 0;
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int length = 0;
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char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
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char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
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glGetProgramInfoLog(program, maxLength, &length, log);
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glGetProgramInfoLog(programId, maxLength, &length, log);
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", programId, log);
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RL_FREE(log);
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RL_FREE(log);
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}
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}
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glDeleteProgram(program);
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glDeleteProgram(programId);
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program = 0;
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programId = 0;
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}
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}
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else
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else
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{
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{
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@ -4361,10 +4361,10 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
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//GLint binarySize = 0;
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//GLint binarySize = 0;
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//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", program);
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TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Program shader loaded successfully", programId);
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}
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}
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#endif
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#endif
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return program;
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return programId;
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}
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}
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// Unload shader program
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// Unload shader program
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@ -4378,6 +4378,7 @@ void rlUnloadShaderProgram(unsigned int id)
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}
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}
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// Get shader location uniform
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// Get shader location uniform
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// NOTE: First parameter refers to shader program id
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int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
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int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
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{
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{
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int location = -1;
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int location = -1;
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@ -4391,6 +4392,7 @@ int rlGetLocationUniform(unsigned int shaderId, const char *uniformName)
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}
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}
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// Get shader location attribute
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// Get shader location attribute
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// NOTE: First parameter refers to shader program id
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int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
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int rlGetLocationAttrib(unsigned int shaderId, const char *attribName)
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{
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{
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int location = -1;
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int location = -1;
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@ -4516,37 +4518,37 @@ void rlSetShader(unsigned int id, int *locs)
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// Load compute shader program
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// Load compute shader program
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unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
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unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
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{
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{
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unsigned int program = 0;
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unsigned int programId = 0;
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#if defined(GRAPHICS_API_OPENGL_43)
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#if defined(GRAPHICS_API_OPENGL_43)
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GLint success = 0;
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GLint success = 0;
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program = glCreateProgram();
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programId = glCreateProgram();
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glAttachShader(program, shaderId);
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glAttachShader(programId, shaderId);
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glLinkProgram(program);
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glLinkProgram(programId);
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// NOTE: All uniform variables are intitialised to 0 when a program links
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// NOTE: All uniform variables are intitialised to 0 when a program links
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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glGetProgramiv(programId, GL_LINK_STATUS, &success);
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if (success == GL_FALSE)
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if (success == GL_FALSE)
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{
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{
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", program);
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Failed to link compute shader program", programId);
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int maxLength = 0;
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int maxLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
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glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &maxLength);
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if (maxLength > 0)
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if (maxLength > 0)
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{
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{
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int length = 0;
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int length = 0;
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char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
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char *log = (char *)RL_CALLOC(maxLength, sizeof(char));
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glGetProgramInfoLog(program, maxLength, &length, log);
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glGetProgramInfoLog(programId, maxLength, &length, log);
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", program, log);
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TRACELOG(RL_LOG_WARNING, "SHADER: [ID %i] Link error: %s", programId, log);
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RL_FREE(log);
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RL_FREE(log);
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}
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}
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glDeleteProgram(program);
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glDeleteProgram(programId);
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program = 0;
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programId = 0;
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}
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}
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else
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else
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{
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{
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@ -4555,13 +4557,13 @@ unsigned int rlLoadComputeShaderProgram(unsigned int shaderId)
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//GLint binarySize = 0;
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//GLint binarySize = 0;
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//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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//glGetProgramiv(id, GL_PROGRAM_BINARY_LENGTH, &binarySize);
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TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", program);
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TRACELOG(RL_LOG_INFO, "SHADER: [ID %i] Compute shader program loaded successfully", programId);
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}
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}
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#else
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#else
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TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43");
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TRACELOG(RL_LOG_WARNING, "SHADER: Compute shaders not enabled. Define GRAPHICS_API_OPENGL_43");
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#endif
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#endif
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return program;
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return programId;
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}
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}
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// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
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// Dispatch compute shader (equivalent to *draw* for graphics pilepine)
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