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Merge pull request #106 from dabbertorres/2.4
Correct #105 and bump CMakeLists.txt version
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@@ -21,7 +21,7 @@ include(${CMAKE_SOURCE_DIR}/cmake/Config.cmake)
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# setup version numbers
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set(VERSION_MAJOR 2)
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set(VERSION_MINOR 3)
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set(VERSION_MINOR 4)
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set(VERSION_PATCH 0)
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# add the CSFML header path
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@@ -36,8 +36,8 @@ typedef sfVector2i sfGlslIvec2;
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typedef struct
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{
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bool x;
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bool y;
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sfBool x;
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sfBool y;
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} sfGlslBvec2;
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// 3D vectors
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@@ -52,9 +52,9 @@ typedef struct
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typedef struct
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{
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bool x;
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bool y;
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bool z;
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sfBool x;
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sfBool y;
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sfBool z;
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} sfGlslBvec3;
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// 4D vectors
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@@ -76,10 +76,10 @@ typedef struct
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typedef struct
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{
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bool x;
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bool y;
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bool z;
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bool w;
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sfBool x;
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sfBool y;
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sfBool z;
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sfBool w;
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} sfGlslBvec4;
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// matrices
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@@ -256,28 +256,28 @@ void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor col
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////////////////////////////////////////////////////////////
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void sfShader_setBoolUniform(sfShader* shader, const char* name, sfBool x)
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{
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CSFML_CALL(shader, setUniform(name, x));
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CSFML_CALL(shader, setUniform(name, x != sfFalse));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector)
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{
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x, vector.y)));
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x != sfFalse, vector.y != sfFalse)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector)
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{
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x, vector.y, vector.z)));
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector)
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{
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x, vector.y, vector.z, vector.w)));
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse, vector.w != sfFalse)));
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}
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