Use ShaderUniformDataType instead of int

This commit is contained in:
Not-Nik 2024-05-31 20:31:58 +02:00
parent a0126d15be
commit 674e5ada11
Failed to generate hash of commit
4 changed files with 16 additions and 13 deletions

View file

@ -38,19 +38,19 @@ pub fn main() anyerror!void {
shdrOutline,
outlineSizeLoc,
&outlineSize,
@intFromEnum(rl.ShaderUniformDataType.shader_uniform_float),
rl.ShaderUniformDataType.shader_uniform_float,
);
rl.setShaderValue(
shdrOutline,
outlineColorLoc,
&outlineColor,
@intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec4),
rl.ShaderUniformDataType.shader_uniform_vec4,
);
rl.setShaderValue(
shdrOutline,
textureSizeLoc,
&textureSize,
@intFromEnum(rl.ShaderUniformDataType.shader_uniform_vec2),
rl.ShaderUniformDataType.shader_uniform_vec2,
);
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -67,7 +67,7 @@ pub fn main() anyerror!void {
shdrOutline,
outlineSizeLoc,
&outlineSize,
@intFromEnum(rl.ShaderUniformDataType.shader_uniform_float),
rl.ShaderUniformDataType.shader_uniform_float,
);
//----------------------------------------------------------------------------------