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rlgl usable as standalone library
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15
src/rlgl.h
15
src/rlgl.h
@@ -435,19 +435,20 @@ void UnloadShader(Shader shader); // Unload a custom shade
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Shader GetShaderDefault(void); // Get default shader
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Texture2D GetTextureDefault(void); // Get default texture
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// Shader configuration functions
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
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void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
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void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
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void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
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// Texture maps generation (PBR)
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Texture2D GenTextureCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
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Texture2D GenTextureIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
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Texture2D GenTexturePrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
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Texture2D GenTextureBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
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// NOTE: Required shaders should be provided
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Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
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Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
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Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
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Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
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// Shading and blending
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void BeginShaderMode(Shader shader); // Begin custom shader drawing
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