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Update GLSM
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@ -1464,6 +1464,17 @@ void rglUniform3fv(GLint location, GLsizei count, const GLfloat *value)
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glUniform3fv(location, count, value);
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}
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/*
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* Category: Shaders
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*
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* Core in:
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* OpenGL : 2.0
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*/
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void rglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
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{
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glUniform4i(location, v0, v1, v2, v3);
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}
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/*
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* Category: Shaders
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*
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@ -2059,7 +2070,6 @@ static bool glsm_state_ctx_destroy(void *data)
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if (gl_state.bind_textures.ids)
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free(gl_state.bind_textures.ids);
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gl_state.bind_textures.ids = NULL;
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return true;
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}
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static bool glsm_state_ctx_init(void *data)
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@ -95,6 +95,7 @@ RETRO_BEGIN_DECLS
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#define glUniform2fv rglUniform2fv
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#define glUniform3f rglUniform3f
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#define glUniform3fv rglUniform3fv
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#define glUniform4i rglUniform4i
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#define glUniform4f rglUniform4f
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#define glUniform4fv rglUniform4fv
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#define glUniform1ui rglUniform1ui
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@ -298,6 +299,7 @@ void rglUniform2i(GLint location, GLint v0, GLint v1);
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void rglUniform2fv(GLint location, GLsizei count, const GLfloat *value);
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void rglUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
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void rglUniform3fv(GLint location, GLsizei count, const GLfloat *value);
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void rglUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
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void rglUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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void rglUniform4fv(GLint location, GLsizei count, const GLfloat *value);
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void rglBlendFunc(GLenum sfactor, GLenum dfactor);
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