Replace string in Rlgl with sbyte*
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6278144dd1
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1 changed files with 4 additions and 4 deletions
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@ -561,12 +561,12 @@ namespace Raylib_cs
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/// <summary>Load shader from code strings</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern uint rlLoadShaderCode(string vsCode, string fsCode);
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public static extern uint rlLoadShaderCode(sbyte* vsCode, sbyte* fsCode);
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/// <summary>Compile custom shader and return shader id<br/>
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/// (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern uint rlCompileShader(string shaderCode, int type);
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public static extern uint rlCompileShader(sbyte* shaderCode, int type);
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/// <summary>Load custom shader program</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@ -578,11 +578,11 @@ namespace Raylib_cs
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/// <summary>Get shader location uniform</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern int rlGetLocationUniform(uint shaderId, string uniformName);
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public static extern int rlGetLocationUniform(uint shaderId, sbyte* uniformName);
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/// <summary>Get shader location attribute</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern int rlGetLocationAttrib(uint shaderId, string attribName);
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public static extern int rlGetLocationAttrib(uint shaderId, sbyte* attribName);
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/// <summary>Set shader value uniform</summary>
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[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
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