diff --git a/Raylib-cs/Rlgl.cs b/Raylib-cs/Rlgl.cs index d32b0aa..1d28605 100644 --- a/Raylib-cs/Rlgl.cs +++ b/Raylib-cs/Rlgl.cs @@ -561,12 +561,12 @@ namespace Raylib_cs /// Load shader from code strings [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)] - public static extern uint rlLoadShaderCode(string vsCode, string fsCode); + public static extern uint rlLoadShaderCode(sbyte* vsCode, sbyte* fsCode); /// Compile custom shader and return shader id
/// (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)] - public static extern uint rlCompileShader(string shaderCode, int type); + public static extern uint rlCompileShader(sbyte* shaderCode, int type); /// Load custom shader program [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)] @@ -578,11 +578,11 @@ namespace Raylib_cs /// Get shader location uniform [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)] - public static extern int rlGetLocationUniform(uint shaderId, string uniformName); + public static extern int rlGetLocationUniform(uint shaderId, sbyte* uniformName); /// Get shader location attribute [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)] - public static extern int rlGetLocationAttrib(uint shaderId, string attribName); + public static extern int rlGetLocationAttrib(uint shaderId, sbyte* attribName); /// Set shader value uniform [DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]