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sokol: use V type for SG_SHADERSTAGE_[VS|FS] (#13086)
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@ -377,7 +377,7 @@ fn draw_cube_glsl_m(app App) {
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ptr: &tr_matrix
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size: usize(4 * 16)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_m, &vs_uniforms_range)
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gfx.apply_uniforms(.vs, C.SLOT_vs_params_m, &vs_uniforms_range)
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// *** fragment shader uniforms ***
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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@ -397,7 +397,7 @@ fn draw_cube_glsl_m(app App) {
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ptr: unsafe { &tmp_fs_params }
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size: usize(sizeof(tmp_fs_params))
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &fs_uniforms_range)
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gfx.apply_uniforms(.fs, C.SLOT_fs_params_p, &fs_uniforms_range)
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// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
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gfx.draw(0, (3 * 2) * 3, 1)
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@ -429,7 +429,7 @@ fn draw_cube_glsl_p(app App) {
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ptr: &tr_matrix
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size: usize(4 * 16)
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_VS, C.SLOT_vs_params_p, &vs_uniforms_range)
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gfx.apply_uniforms(.vs, C.SLOT_vs_params_p, &vs_uniforms_range)
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// *** fragment shader uniforms ***
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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@ -449,7 +449,7 @@ fn draw_cube_glsl_p(app App) {
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ptr: unsafe { &tmp_fs_params }
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size: usize(sizeof(tmp_fs_params))
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}
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gfx.apply_uniforms(C.SG_SHADERSTAGE_FS, C.SLOT_fs_params_p, &fs_uniforms_range)
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gfx.apply_uniforms(.fs, C.SLOT_fs_params_p, &fs_uniforms_range)
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// 3 vertices for triangle * 2 triangles per face * 6 faces = 36 vertices to draw
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gfx.draw(0, (3 * 2) * 3, 1)
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