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@@ -835,7 +835,7 @@ INPUT_ENCODING = UTF-8
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# *.f, *.for, *.tcl, *.vhd, *.vhdl, *.ucf and *.qsf.
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FILE_PATTERNS = *.h \
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*.hpp
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*.hpp
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# The RECURSIVE tag can be used to specify whether or not subdirectories should
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# be searched for input files as well.
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@@ -76,7 +76,7 @@ CSFML_WINDOW_API sfBool sfContext_setActive(sfContext* context, sfBool active);
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////////////////////////////////////////////////////////////
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/// \brief Get the address of an OpenGL function.
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///
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/// \param name Name of the function to get the address of
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/// \param name Name of the function to get the address of
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///
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/// \return Address of the OpenGL function, 0 on failure
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///
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@@ -49,7 +49,7 @@
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#elif defined(CSFML_SYSTEM_MACOS)
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// Window handle is NSWindow (void*) on Mac OS X - Cocoa
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typedef void* sfWindowHandle;
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typedef void* sfWindowHandle;
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#endif
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@@ -193,277 +193,277 @@ sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputSt
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////////////////////////////////////////////////////////////
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void sfShader_destroy(sfShader* shader)
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{
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delete shader;
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delete shader;
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}
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////////////////////////////////////////////////////////////
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void sfShader_setFloatUniform(sfShader* shader, const char* name, float 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));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vector)
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{
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec2(vector.x, vector.y)));
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec2(vector.x, vector.y)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vector)
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{
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec3(vector.x, vector.y, vector.z)));
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec3(vector.x, vector.y, vector.z)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setVec4Uniform(sfShader* shader, const char* name, sfGlslVec4 vector)
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{
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec4(vector.x, vector.y, vector.z, vector.w)));
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec4(vector.x, vector.y, vector.z, vector.w)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setColorUniform(sfShader* shader, const char* name, sfColor color)
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{
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sfGlslVec4 vec4;
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vec4.x = color.r / 255.f;
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vec4.y = color.g / 255.f;
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vec4.z = color.b / 255.f;
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vec4.w = color.a / 255.f;
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sfGlslVec4 vec4;
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vec4.x = color.r / 255.f;
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vec4.y = color.g / 255.f;
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vec4.z = color.b / 255.f;
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vec4.w = color.a / 255.f;
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sfShader_setVec4Uniform(shader, name, vec4);
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sfShader_setVec4Uniform(shader, name, vec4);
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}
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////////////////////////////////////////////////////////////
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void sfShader_setIntUniform(sfShader* shader, const char* name, int 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));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 vector)
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{
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec2(vector.x, vector.y)));
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec2(vector.x, vector.y)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 vector)
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{
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec3(vector.x, vector.y, vector.z)));
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec3(vector.x, vector.y, vector.z)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setIvec4Uniform(sfShader* shader, const char* name, sfGlslIvec4 vector)
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{
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec4(vector.x, vector.y, vector.z, vector.w)));
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec4(vector.x, vector.y, vector.z, vector.w)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor color)
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{
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sfGlslIvec4 ivec4;
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ivec4.x = static_cast<int>(color.r);
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ivec4.y = static_cast<int>(color.g);
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ivec4.z = static_cast<int>(color.b);
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ivec4.w = static_cast<int>(color.a);
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sfGlslIvec4 ivec4;
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ivec4.x = static_cast<int>(color.r);
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ivec4.y = static_cast<int>(color.g);
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ivec4.z = static_cast<int>(color.b);
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ivec4.w = static_cast<int>(color.a);
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sfShader_setIvec4Uniform(shader, name, ivec4);
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sfShader_setIvec4Uniform(shader, name, ivec4);
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}
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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 != sfFalse));
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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 != sfFalse, vector.y != sfFalse)));
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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 != sfFalse, vector.y != sfFalse, vector.z != sfFalse)));
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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 != sfFalse, vector.y != sfFalse, vector.z != sfFalse, vector.w != sfFalse)));
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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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////////////////////////////////////////////////////////////
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void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat3* matrix)
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{
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat3(matrix->array)));
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat3(matrix->array)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat4* matrix)
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{
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat4(matrix->array)));
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CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat4(matrix->array)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfTexture* texture)
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{
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CSFML_CALL(shader, setUniform(name, *texture->This));
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CSFML_CALL(shader, setUniform(name, *texture->This));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name)
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{
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CSFML_CALL(shader, setUniform(name, sf::Shader::CurrentTexture));
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CSFML_CALL(shader, setUniform(name, sf::Shader::CurrentTexture));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const float* scalarArray, size_t length)
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{
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CSFML_CALL(shader, setUniformArray(name, scalarArray, length));
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CSFML_CALL(shader, setUniformArray(name, scalarArray, length));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGlslVec2* vectorArray, size_t length)
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{
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CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec2*>(vectorArray), length));
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CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec2*>(vectorArray), length));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGlslVec3* vectorArray, size_t length)
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{
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CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec3*>(vectorArray), length));
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CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec3*>(vectorArray), length));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGlslVec4* vectorArray, size_t length)
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{
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CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec4*>(vectorArray), length));
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CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec4*>(vectorArray), length));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGlslMat3* matrixArray, size_t length)
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{
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CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat3*>(matrixArray), length));
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CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat3*>(matrixArray), length));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length)
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{
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CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat4*>(matrixArray), length));
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CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat4*>(matrixArray), length));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setFloatParameter(sfShader* shader, const char* name, float x)
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{
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CSFML_CALL(shader, setParameter(name, x));
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CSFML_CALL(shader, setParameter(name, x));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setFloat2Parameter(sfShader* shader, const char* name, float x, float y)
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{
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CSFML_CALL(shader, setParameter(name, x, y));
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CSFML_CALL(shader, setParameter(name, x, y));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float z)
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{
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CSFML_CALL(shader, setParameter(name, x, y, z));
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CSFML_CALL(shader, setParameter(name, x, y, z));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setFloat4Parameter(sfShader* shader, const char* name, float x, float y, float z, float w)
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{
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CSFML_CALL(shader, setParameter(name, x, y, z, w));
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CSFML_CALL(shader, setParameter(name, x, y, z, w));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector)
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{
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CSFML_CALL(shader, setParameter(name, sf::Vector2f(vector.x, vector.y)));
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CSFML_CALL(shader, setParameter(name, sf::Vector2f(vector.x, vector.y)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setVector3Parameter(sfShader* shader, const char* name, sfVector3f vector)
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{
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CSFML_CALL(shader, setParameter(name, sf::Vector3f(vector.x, vector.y, vector.z)));
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CSFML_CALL(shader, setParameter(name, sf::Vector3f(vector.x, vector.y, vector.z)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setColorParameter(sfShader* shader, const char* name, sfColor color)
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{
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CSFML_CALL(shader, setParameter(name, sf::Color(color.r, color.g, color.b, color.a)));
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CSFML_CALL(shader, setParameter(name, sf::Color(color.r, color.g, color.b, color.a)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform transform)
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{
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CSFML_CALL(shader, setParameter(name, convertTransform(transform)));
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CSFML_CALL(shader, setParameter(name, convertTransform(transform)));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture)
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{
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CSFML_CHECK(texture);
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CSFML_CALL(shader, setParameter(name,*texture->This));
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CSFML_CHECK(texture);
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CSFML_CALL(shader, setParameter(name,*texture->This));
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}
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////////////////////////////////////////////////////////////
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void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name)
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{
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CSFML_CALL(shader, setParameter(name, sf::Shader::CurrentTexture));
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CSFML_CALL(shader, setParameter(name, sf::Shader::CurrentTexture));
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}
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////////////////////////////////////////////////////////////
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unsigned int sfShader_getNativeHandle(const sfShader* shader)
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{
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CSFML_CALL_RETURN(shader, getNativeHandle(), 0);
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CSFML_CALL_RETURN(shader, getNativeHandle(), 0);
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}
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////////////////////////////////////////////////////////////
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void sfShader_bind(const sfShader* shader)
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{
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sf::Shader::bind(shader ? &shader->This : NULL);
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sf::Shader::bind(shader ? &shader->This : NULL);
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}
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////////////////////////////////////////////////////////////
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sfBool sfShader_isAvailable(void)
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{
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return sf::Shader::isAvailable() ? sfTrue : sfFalse;
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return sf::Shader::isAvailable() ? sfTrue : sfFalse;
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}
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