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Correct sfGlslBVec* members to sfBool from bool.
Corrected sfShader_setBvec*Uniform()s accordingly. Fixes #105.
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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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