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authorRay <[email protected]>2022-10-06 00:56:18 +0200
committerRay <[email protected]>2022-10-06 00:56:18 +0200
commit7a15861d442fa8db6c9ab783e1f8eba50e2954ef (patch)
treec20623fe3f26a63e1011710bea4d1194f9320d7c /src
parent26969c2c38cfea301a570714a13ebd5fd6764708 (diff)
downloadraylib-7a15861d442fa8db6c9ab783e1f8eba50e2954ef.tar.gz
raylib-7a15861d442fa8db6c9ab783e1f8eba50e2954ef.zip
Update rlgl.h
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 455330c7..79c661cd 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -450,7 +450,7 @@ typedef enum {
#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
-// Shader uniform data type
+// Shader uniform data type
typedef enum {
RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
@@ -1814,14 +1814,14 @@ void rlSetBlendMode(int mode)
{
// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
-
+
} break;
case RL_BLEND_CUSTOM_SEPARATE:
{
// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
-
+
} break;
default: break;
}
@@ -1843,7 +1843,7 @@ void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
RLGL.State.glBlendSrcFactor = glSrcFactor;
RLGL.State.glBlendDstFactor = glDstFactor;
RLGL.State.glBlendEquation = glEquation;
-
+
RLGL.State.glCustomBlendModeModified = true;
}
#endif
@@ -1866,7 +1866,7 @@ void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int g
RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
RLGL.State.glBlendEquationRGB = glEqRGB;
RLGL.State.glBlendEquationAlpha = glEqAlpha;
-
+
RLGL.State.glCustomBlendModeModified = true;
}
#endif