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https://github.com/raylib-cs/raylib-cs
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Update enum/color names to match C# naming convention (#224)
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@ -7,35 +7,35 @@ namespace Raylib_cs;
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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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VertexPosition = 0,
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VertexTexcoord01,
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VertexTexcoord02,
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VertexNormal,
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VertexTangent,
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VertexColor,
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MatrixMvp,
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MatrixView,
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MatrixProjection,
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MatrixModel,
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MatrixNormal,
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VectorView,
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ColorDiffuse,
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ColorSpecular,
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ColorAmbient,
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MapAlbedo,
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MapMetalness,
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MapNormal,
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MapRoughness,
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MapOcclusion,
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MapEmission,
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MapHeight,
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MapCubemap,
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MapIrradiance,
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MapPrefilter,
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MapBrdf,
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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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MapDiffuse = MapAlbedo,
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MapSpecular = MapMetalness,
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}
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/// <summary>
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@ -43,10 +43,10 @@ public enum ShaderLocationIndex
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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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Float = 0,
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Vec2,
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Vec3,
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Vec4
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}
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/// <summary>
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@ -54,15 +54,15 @@ public enum ShaderAttributeDataType
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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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Float = 0,
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Vec2,
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Vec3,
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Vec4,
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Int,
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IVec2,
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IVec3,
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IVec4,
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Sampler2D
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}
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/// <summary>
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