257 lines
7.5 KiB
C#
257 lines
7.5 KiB
C#
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Uniform.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Graphics;
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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namespace StgSharp.Graphics.GL
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{
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public class Uniform
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{
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protected IntPtr binding;
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internal glSHandle id;
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public glSHandle Handle
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{
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get => id;
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}
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}
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public sealed class Uniform<T> : Uniform
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where T : struct
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{
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internal unsafe Uniform(glSHandle id)
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{
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this.id = id;
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}
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internal unsafe Uniform(
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ShaderProgram program, string name, glRenderStream binding)
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{
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this.binding = binding.ContextHandle;
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id = glFunc.GetUniformLocation(program.handle, name);
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}
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internal unsafe Uniform(
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ShaderProgram program, string name, IntPtr binding)
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{
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this.binding = binding;
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id = glFunc.GetUniformLocation(program.handle, name);
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}
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internal Uniform()
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{
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}
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internal static Uniform<T> FromHandle(glSHandle handle)
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{
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return new Uniform<T>() { id = handle };
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}
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}
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public sealed class Uniform<T, U>: Uniform
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where T : struct
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where U : struct
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{
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internal unsafe Uniform(glSHandle id)
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{
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this.id = id;
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}
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internal unsafe Uniform(
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ShaderProgram program, string name, glRenderStream binding)
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{
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this.binding = binding.ContextHandle;
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id = glFunc.GetUniformLocation(program.handle, name);
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}
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internal unsafe Uniform(
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ShaderProgram program, string name, IntPtr binding)
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{
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this.binding = binding;
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id = glFunc.GetUniformLocation(program.handle, name);
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}
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internal Uniform()
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{
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}
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internal static Uniform<T,U> FromHandle(glSHandle handle)
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{
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return new Uniform<T, U>() { id = handle };
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}
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}
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public sealed class Uniform<T, U, V>:Uniform
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where T : struct
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where U : struct
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where V : struct
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{
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internal unsafe Uniform(glSHandle id)
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{
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this.id = id;
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}
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internal unsafe Uniform(
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ShaderProgram program, string name)
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{
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this.binding = glFunc.CurrentContextHandle;
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id = glFunc.GetUniformLocation(program.handle, name);
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}
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public unsafe Uniform(ShaderProgram program, string name, glRenderStream binding)
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{
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this.binding = binding.ContextHandle;
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id = glFunc.GetUniformLocation(program.handle, name);
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}
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internal Uniform()
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{
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}
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internal static Uniform<T,U,V> FromHandle(glSHandle handle)
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{
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return new Uniform<T, U, V>() { id = handle };
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}
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}
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public sealed class Uniform<T, U, V, W>:Uniform
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where T : struct
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where U : struct
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where V : struct
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where W : struct
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{
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internal unsafe Uniform(glSHandle id)
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{
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this.id = id;
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}
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internal unsafe Uniform(ShaderProgram program, string name, glRenderStream binding)
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{
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this.binding = binding.ContextHandle;
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id = glFunc.GetUniformLocation(program.handle, name);
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}
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internal unsafe Uniform(
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ShaderProgram program, string name)
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{
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this.binding = glFunc.CurrentContextHandle;
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id = glFunc.GetUniformLocation(program.handle, name);
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}
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internal Uniform()
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{
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}
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internal static Uniform<T, U, V, W> FromHandle(glSHandle handle)
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{
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return new Uniform<T, U, V, W>() { id = handle };
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}
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}
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internal static partial class glFunc
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe static void SetUniformValue
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(Uniform<Matrix44> uniform, Matrix44 mat)
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{
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Matrix44 temp = mat;
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Context.glUniformMatrix4fv(uniform.id.Value, 1, false, (float*)&temp);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe static void SetUniformValue(Uniform<float, float, float, float> uniform, vec4d vec)
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{
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vec4d temp = vec;
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Context.glUniform1fv(uniform.id.Value , 4, &temp);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public unsafe static void SetUniformValue(Uniform<vec4d> uniform, vec4d vec)
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{
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vec4d temp = vec;
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Context.glUniform1fv(uniform.id.Value , 4, &temp);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe void SetUniformValue(Uniform<float> uniform, float v0)
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{
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Context.glUniform1f(uniform.id.Value , v0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe void SetUniformValue(Uniform<int> uniform, int i0)
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{
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Context.glUniform1i(uniform.id.Value , i0);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe void SetUniformValue(Uniform<float, float> uniform, float v0, float v1)
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{
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Context.glUniform2f(uniform.id.Value , v0, v1);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe void SetUniformValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
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{
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Context.glUniform3f(uniform.id.Value , v0, v1, v2);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static unsafe void SetUniformValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
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{
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Context.glUniform4f(uniform.id.Value , v0, v1, v2, v3);
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}
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}
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} |