diff options
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 15 |
1 files changed, 8 insertions, 7 deletions
@@ -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 |
