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@@ -450,7 +450,7 @@ typedef enum {
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#define RL_SHADER_LOC_MAP_DIFFUSE RL_SHADER_LOC_MAP_ALBEDO
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#define RL_SHADER_LOC_MAP_SPECULAR RL_SHADER_LOC_MAP_METALNESS
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-// Shader uniform data type
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+// Shader uniform data type
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typedef enum {
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RL_SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float
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RL_SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float)
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@@ -1814,14 +1814,14 @@ void rlSetBlendMode(int mode)
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{
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// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
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glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
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-
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+
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} break;
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case RL_BLEND_CUSTOM_SEPARATE:
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{
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// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactorsSeparate()
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glBlendFuncSeparate(RLGL.State.glBlendSrcFactorRGB, RLGL.State.glBlendDestFactorRGB, RLGL.State.glBlendSrcFactorAlpha, RLGL.State.glBlendDestFactorAlpha);
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glBlendEquationSeparate(RLGL.State.glBlendEquationRGB, RLGL.State.glBlendEquationAlpha);
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-
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+
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} break;
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default: break;
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}
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@@ -1843,7 +1843,7 @@ void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
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RLGL.State.glBlendSrcFactor = glSrcFactor;
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RLGL.State.glBlendDstFactor = glDstFactor;
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RLGL.State.glBlendEquation = glEquation;
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-
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+
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RLGL.State.glCustomBlendModeModified = true;
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}
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#endif
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@@ -1866,7 +1866,7 @@ void rlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int g
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RLGL.State.glBlendDestFactorAlpha = glDstAlpha;
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RLGL.State.glBlendEquationRGB = glEqRGB;
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RLGL.State.glBlendEquationAlpha = glEqAlpha;
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-
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+
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RLGL.State.glCustomBlendModeModified = true;
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}
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#endif
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