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)]