summaryrefslogtreecommitdiffhomepage
path: root/src/rlgl.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/rlgl.h')
-rw-r--r--src/rlgl.h15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index d1b495b6..a9ee6ec6 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -435,19 +435,20 @@ void UnloadShader(Shader shader); // Unload a custom shade
Shader GetShaderDefault(void); // Get default shader
Texture2D GetTextureDefault(void); // Get default texture
+// Shader configuration functions
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
-
-void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
-void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
+void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
+void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
// Texture maps generation (PBR)
-Texture2D GenTextureCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
-Texture2D GenTextureIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
-Texture2D GenTexturePrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
-Texture2D GenTextureBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
+// NOTE: Required shaders should be provided
+Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
+Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
+Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
+Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
// Shading and blending
void BeginShaderMode(Shader shader); // Begin custom shader drawing