Added API to set pixel shader uniforms. trunk
authorRyan C. Gordon <icculus@icculus.org>
Sat, 26 Apr 2008 04:32:07 -0400
branchtrunk
changeset 198 e69f11a7b700
parent 197 2ad08d31ea93
child 199 03463c4621ad
Added API to set pixel shader uniforms.
mojoshader.h
--- a/mojoshader.h	Fri Apr 25 23:15:52 2008 -0400
+++ b/mojoshader.h	Sat Apr 26 04:32:07 2008 -0400
@@ -478,6 +478,29 @@
 void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
                                           unsigned int bcount);
 
+/*
+ * The equivalent of MOJOSHADER_glSetVertexShaderUniformF() for pixel
+ *  shaders. Other than using a different internal array that is specific
+ *  to pixel shaders, this functions just like its vertex array equivalent.
+ */
+void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data,
+                                         unsigned int vec4count);
+
+/*
+ * The equivalent of MOJOSHADER_glSetVertexShaderUniformI() for pixel
+ *  shaders. Other than using a different internal array that is specific
+ *  to pixel shaders, this functions just like its vertex array equivalent.
+ */
+void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
+                                         unsigned int ivec4count);
+
+/*
+ * The equivalent of MOJOSHADER_glSetVertexShaderUniformB() for pixel
+ *  shaders. Other than using a different internal array that is specific
+ *  to pixel shaders, this functions just like its vertex array equivalent.
+ */
+void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
+                                         unsigned int bcount);
 
 /*
  * Connect a client-side array to the currently-bound program.