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Added 'uint' GLSL uniform support.
Thanks @devsh for the patch. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6073 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -71,6 +71,10 @@ public:
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//! Int interface for the above.
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virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) = 0;
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//! Uint interface for the above.
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/* NOTE: UINT only works with GLSL, not supported for other shaders */
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
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//! Sets a vertex shader constant.
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/** Can be used if you created a shader using pixel/vertex shader
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assembler or ARB_fragment_program or ARB_vertex_program.
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@ -95,6 +99,10 @@ public:
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//! Int interface for the above.
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virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) = 0;
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//! Uint interface for the above.
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/* NOTE: UINT only works with GLSL, not supported for other shaders */
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virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) = 0;
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//! Sets a pixel shader constant.
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/** Can be used if you created a shader using pixel/vertex shader
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assembler or ARB_fragment_program or ARB_vertex_program.
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