diff --git a/CMakeLists.txt b/CMakeLists.txt index 36d666e..7cdff25 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -21,7 +21,7 @@ include(${CMAKE_SOURCE_DIR}/cmake/Config.cmake) # setup version numbers set(VERSION_MAJOR 2) -set(VERSION_MINOR 3) +set(VERSION_MINOR 4) set(VERSION_PATCH 0) # add the CSFML header path diff --git a/include/SFML/Graphics/Glsl.h b/include/SFML/Graphics/Glsl.h index 62c23ff..f434c76 100644 --- a/include/SFML/Graphics/Glsl.h +++ b/include/SFML/Graphics/Glsl.h @@ -36,8 +36,8 @@ typedef sfVector2i sfGlslIvec2; typedef struct { - bool x; - bool y; + sfBool x; + sfBool y; } sfGlslBvec2; // 3D vectors @@ -52,9 +52,9 @@ typedef struct typedef struct { - bool x; - bool y; - bool z; + sfBool x; + sfBool y; + sfBool z; } sfGlslBvec3; // 4D vectors @@ -76,10 +76,10 @@ typedef struct typedef struct { - bool x; - bool y; - bool z; - bool w; + sfBool x; + sfBool y; + sfBool z; + sfBool w; } sfGlslBvec4; // matrices diff --git a/src/SFML/Graphics/Shader.cpp b/src/SFML/Graphics/Shader.cpp index c5276ac..fdaeb32 100644 --- a/src/SFML/Graphics/Shader.cpp +++ b/src/SFML/Graphics/Shader.cpp @@ -256,28 +256,28 @@ void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor col //////////////////////////////////////////////////////////// void sfShader_setBoolUniform(sfShader* shader, const char* name, sfBool x) { - CSFML_CALL(shader, setUniform(name, x)); + CSFML_CALL(shader, setUniform(name, x != sfFalse)); } //////////////////////////////////////////////////////////// void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x, vector.y))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x != sfFalse, vector.y != sfFalse))); } //////////////////////////////////////////////////////////// void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x, vector.y, vector.z))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse))); } //////////////////////////////////////////////////////////// void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector) { - CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x, vector.y, vector.z, vector.w))); + CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x != sfFalse, vector.y != sfFalse, vector.z != sfFalse, vector.w != sfFalse))); }