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Added support for custom shaders with the GPU renderer
Added an example of MSDF font rendering with the SDL 2D renderer
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@@ -1238,6 +1238,10 @@ SDL3_0.0.0 {
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SDL_RenderTexture9GridTiled;
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SDL_SetDefaultTextureScaleMode;
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SDL_GetDefaultTextureScaleMode;
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SDL_CreateGPURenderState;
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SDL_SetGPURenderStateFragmentUniformData;
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SDL_SetRenderGPUState;
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SDL_DestroyGPURenderState;
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# extra symbols go here (don't modify this line)
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local: *;
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};
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@@ -1263,3 +1263,7 @@
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#define SDL_RenderTexture9GridTiled SDL_RenderTexture9GridTiled_REAL
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#define SDL_SetDefaultTextureScaleMode SDL_SetDefaultTextureScaleMode_REAL
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#define SDL_GetDefaultTextureScaleMode SDL_GetDefaultTextureScaleMode_REAL
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#define SDL_CreateGPURenderState SDL_CreateGPURenderState_REAL
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#define SDL_SetGPURenderStateFragmentUniformData SDL_SetGPURenderStateFragmentUniformData_REAL
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#define SDL_SetRenderGPUState SDL_SetRenderGPUState_REAL
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#define SDL_DestroyGPURenderState SDL_DestroyGPURenderState_REAL
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@@ -1271,3 +1271,7 @@ SDL_DYNAPI_PROC(bool,SDL_SetRelativeMouseTransform,(SDL_MouseMotionTransformCall
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SDL_DYNAPI_PROC(bool,SDL_RenderTexture9GridTiled,(SDL_Renderer *a,SDL_Texture *b,const SDL_FRect *c,float d,float e,float f,float g,float h,const SDL_FRect *i,float j),(a,b,c,d,e,f,g,h,i,j),return)
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SDL_DYNAPI_PROC(bool,SDL_SetDefaultTextureScaleMode,(SDL_Renderer *a,SDL_ScaleMode b),(a,b),return)
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SDL_DYNAPI_PROC(bool,SDL_GetDefaultTextureScaleMode,(SDL_Renderer *a,SDL_ScaleMode *b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GPURenderState*,SDL_CreateGPURenderState,(SDL_Renderer *a,SDL_GPURenderStateDesc *b),(a,b),return)
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SDL_DYNAPI_PROC(bool,SDL_SetGPURenderStateFragmentUniformData,(SDL_GPURenderState *a,Uint32 b,const void *c,Uint32 d),(a,b,c,d),return)
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SDL_DYNAPI_PROC(bool,SDL_SetRenderGPUState,(SDL_Renderer *a,SDL_GPURenderState *b),(a,b),return)
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SDL_DYNAPI_PROC(void,SDL_DestroyGPURenderState,(SDL_GPURenderState *a),(a),)
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