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https://github.com/raylib-cs/raylib-cs
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Add .editorconfig and apply formatting
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@ -1,84 +1,83 @@
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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namespace Raylib_cs;
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/// <summary>
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/// Shader location index
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/// </summary>
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public enum ShaderLocationIndex
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{
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SHADER_LOC_VERTEX_POSITION = 0,
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SHADER_LOC_VERTEX_TEXCOORD01,
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SHADER_LOC_VERTEX_TEXCOORD02,
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SHADER_LOC_VERTEX_NORMAL,
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SHADER_LOC_VERTEX_TANGENT,
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SHADER_LOC_VERTEX_COLOR,
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SHADER_LOC_MATRIX_MVP,
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SHADER_LOC_MATRIX_VIEW,
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SHADER_LOC_MATRIX_PROJECTION,
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SHADER_LOC_MATRIX_MODEL,
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SHADER_LOC_MATRIX_NORMAL,
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SHADER_LOC_VECTOR_VIEW,
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SHADER_LOC_COLOR_DIFFUSE,
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SHADER_LOC_COLOR_SPECULAR,
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SHADER_LOC_COLOR_AMBIENT,
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SHADER_LOC_MAP_ALBEDO,
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SHADER_LOC_MAP_METALNESS,
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SHADER_LOC_MAP_NORMAL,
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SHADER_LOC_MAP_ROUGHNESS,
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SHADER_LOC_MAP_OCCLUSION,
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SHADER_LOC_MAP_EMISSION,
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SHADER_LOC_MAP_HEIGHT,
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SHADER_LOC_MAP_CUBEMAP,
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SHADER_LOC_MAP_IRRADIANCE,
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SHADER_LOC_MAP_PREFILTER,
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SHADER_LOC_MAP_BRDF,
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SHADER_LOC_MAP_DIFFUSE = SHADER_LOC_MAP_ALBEDO,
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SHADER_LOC_MAP_SPECULAR = SHADER_LOC_MAP_METALNESS,
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}
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/// <summary>
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/// Shader attribute data types
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/// </summary>
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public enum ShaderAttributeDataType
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{
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SHADER_ATTRIB_FLOAT = 0,
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SHADER_ATTRIB_VEC2,
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SHADER_ATTRIB_VEC3,
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SHADER_ATTRIB_VEC4
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}
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/// <summary>
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/// Shader uniform data type
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/// </summary>
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public enum ShaderUniformDataType
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{
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SHADER_UNIFORM_FLOAT = 0,
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SHADER_UNIFORM_VEC2,
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SHADER_UNIFORM_VEC3,
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SHADER_UNIFORM_VEC4,
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SHADER_UNIFORM_INT,
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SHADER_UNIFORM_IVEC2,
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SHADER_UNIFORM_IVEC3,
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SHADER_UNIFORM_IVEC4,
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SHADER_UNIFORM_SAMPLER2D
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}
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/// <summary>
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/// Shader type (generic)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Shader
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{
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/// <summary>
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/// Shader location index
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/// Shader program id
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/// </summary>
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public enum ShaderLocationIndex
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{
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SHADER_LOC_VERTEX_POSITION = 0,
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SHADER_LOC_VERTEX_TEXCOORD01,
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SHADER_LOC_VERTEX_TEXCOORD02,
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SHADER_LOC_VERTEX_NORMAL,
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SHADER_LOC_VERTEX_TANGENT,
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SHADER_LOC_VERTEX_COLOR,
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SHADER_LOC_MATRIX_MVP,
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SHADER_LOC_MATRIX_VIEW,
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SHADER_LOC_MATRIX_PROJECTION,
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SHADER_LOC_MATRIX_MODEL,
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SHADER_LOC_MATRIX_NORMAL,
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SHADER_LOC_VECTOR_VIEW,
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SHADER_LOC_COLOR_DIFFUSE,
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SHADER_LOC_COLOR_SPECULAR,
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SHADER_LOC_COLOR_AMBIENT,
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SHADER_LOC_MAP_ALBEDO,
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SHADER_LOC_MAP_METALNESS,
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SHADER_LOC_MAP_NORMAL,
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SHADER_LOC_MAP_ROUGHNESS,
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SHADER_LOC_MAP_OCCLUSION,
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SHADER_LOC_MAP_EMISSION,
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SHADER_LOC_MAP_HEIGHT,
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SHADER_LOC_MAP_CUBEMAP,
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SHADER_LOC_MAP_IRRADIANCE,
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SHADER_LOC_MAP_PREFILTER,
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SHADER_LOC_MAP_BRDF,
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SHADER_LOC_MAP_DIFFUSE = SHADER_LOC_MAP_ALBEDO,
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SHADER_LOC_MAP_SPECULAR = SHADER_LOC_MAP_METALNESS,
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}
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public uint Id;
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/// <summary>
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/// Shader attribute data types
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/// Shader locations array (MAX_SHADER_LOCATIONS, int *)
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/// </summary>
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public enum ShaderAttributeDataType
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{
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SHADER_ATTRIB_FLOAT = 0,
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SHADER_ATTRIB_VEC2,
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SHADER_ATTRIB_VEC3,
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SHADER_ATTRIB_VEC4
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}
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/// <summary>
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/// Shader uniform data type
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/// </summary>
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public enum ShaderUniformDataType
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{
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SHADER_UNIFORM_FLOAT = 0,
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SHADER_UNIFORM_VEC2,
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SHADER_UNIFORM_VEC3,
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SHADER_UNIFORM_VEC4,
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SHADER_UNIFORM_INT,
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SHADER_UNIFORM_IVEC2,
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SHADER_UNIFORM_IVEC3,
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SHADER_UNIFORM_IVEC4,
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SHADER_UNIFORM_SAMPLER2D
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}
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/// <summary>
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/// Shader type (generic)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Shader
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{
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/// <summary>
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/// Shader program id
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/// </summary>
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public uint Id;
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/// <summary>
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/// Shader locations array (MAX_SHADER_LOCATIONS, int *)
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/// </summary>
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public int* Locs;
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}
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public int* Locs;
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}
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