mostly migrated for c compatibility
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@@ -1,7 +1,7 @@
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#ifndef LEDDA_SHADER_H
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#define LEDDA_SHADER_H
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#include "glm/glm.hpp"
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#include "../lib/raymath.h"
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#include "../lib/djstdlib/core.h"
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struct Shader {
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@@ -10,17 +10,17 @@ struct Shader {
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Shader createShader(string vertex_path, string fragment_path);
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void setUniformMat4fv(Shader *s, const char *uniformName, glm::mat4 *matrix);
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void setUniformMat4fv(int uniformLocation, glm::mat4 *matrix);
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void setUniformMat4fv(Shader *s, const char *uniformName, Matrix *matrix);
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void setUniformMat4fv(int uniformLocation, Matrix *matrix);
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void setUniform4fv(Shader *s, const char *uniformName, glm::vec4 *vector);
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void setUniform4fv(int uniformLocation, glm::vec4 *vector);
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void setUniform4fv(Shader *s, const char *uniformName, RLVector4 *vector);
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void setUniform4fv(int uniformLocation, RLVector4 *vector);
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void setUniform3fv(Shader *s, const char *uniformName, glm::vec3 *vector);
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void setUniform3fv(int uniformLocation, glm::vec3 *vector);
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void setUniform3fv(Shader *s, const char *uniformName, RLVector3 *vector);
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void setUniform3fv(int uniformLocation, RLVector3 *vector);
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void setUniform2fv(Shader *s, const char *uniformName, glm::vec2 *vector);
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void setUniform2fv(int uniformLocation, glm::vec2 *vector);
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void setUniform2fv(Shader *s, const char *uniformName, RLVector2 *vector);
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void setUniform2fv(int uniformLocation, RLVector2 *vector);
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int getUniformLocation(Shader *s, const char *uniformName);
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