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Add Glsl typedefs for sf::Shader::setUniform API.
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_GLSL_H
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#define SFML_GLSL_H
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#include <SFML/Graphics/Transform.h>
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#include <SFML/Graphics/Color.h>
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#include <SFML/System/Vector2.h>
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#include <SFML/System/Vector3.h>
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// 2D vectors
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typedef sfVector2f sfGlslVec2;
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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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} sfGlslBvec2;
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// 3D vectors
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typedef sfVector3f sfGlslVec3;
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typedef struct
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{
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int x;
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int y;
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int z;
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} sfGlslIvec3;
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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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} sfGlslBvec3;
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// 4D vectors
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typedef struct
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{
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float x;
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float y;
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float z;
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float w;
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} sfGlslVec4;
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typedef struct
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{
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int x;
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int y;
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int z;
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int w;
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} sfGlslIvec4;
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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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} sfGlslBvec4;
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// matrices
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typedef struct
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{
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float array[3 * 3];
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} sfGlslMat3;
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typedef struct
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{
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float array[4 * 4];
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} sfGlslMat4;
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#endif // SFML_GLSL_H
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