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Replace string in Rlgl with sbyte*

This commit is contained in:
Rgebee 2022-01-03 10:16:26 +00:00
commit 94ebd8d559

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@ -561,12 +561,12 @@ namespace Raylib_cs
/// <summary>Load shader from code strings</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadShaderCode(string vsCode, string fsCode);
public static extern uint rlLoadShaderCode(sbyte* vsCode, sbyte* fsCode);
/// <summary>Compile custom shader and return shader id<br/>
/// (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlCompileShader(string shaderCode, int type);
public static extern uint rlCompileShader(sbyte* shaderCode, int type);
/// <summary>Load custom shader program</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
@ -578,11 +578,11 @@ namespace Raylib_cs
/// <summary>Get shader location uniform</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int rlGetLocationUniform(uint shaderId, string uniformName);
public static extern int rlGetLocationUniform(uint shaderId, sbyte* uniformName);
/// <summary>Get shader location attribute</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int rlGetLocationAttrib(uint shaderId, string attribName);
public static extern int rlGetLocationAttrib(uint shaderId, sbyte* attribName);
/// <summary>Set shader value uniform</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]