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<li class="navelem"><a class="el" href="namespaceRAY.html">RAY</a></li><li class="navelem"><a class="el" href="classRAY_1_1Shader.html">Shader</a></li> </ul>
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<div class="title">RAY::Shader Class Reference</div> </div>
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<p><code>#include <<a class="el" href="Shaders_8hpp_source.html">Shaders.hpp</a>></code></p>
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Collaboration diagram for RAY::Shader:</div>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
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Public Member Functions</h2></td></tr>
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<tr class="memitem:a8a1fb66cc733ffd0dc1595fd948d90b4"><td class="memItemLeft" align="right" valign="top">const std::shared_ptr<::<a class="el" href="classRAY_1_1Shader.html">Shader</a> > & </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#a8a1fb66cc733ffd0dc1595fd948d90b4">getShaderPtr</a> () const</td></tr>
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<tr class="separator:a8a1fb66cc733ffd0dc1595fd948d90b4"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a6a29c6930f9239e8faa6c53c8656f258"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#a6a29c6930f9239e8faa6c53c8656f258">setShaderUniformVar</a> (const std::string &varName, float value)</td></tr>
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<tr class="memdesc:a6a29c6930f9239e8faa6c53c8656f258"><td class="mdescLeft"> </td><td class="mdescRight">The set var for float values. <a href="classRAY_1_1Shader.html#a6a29c6930f9239e8faa6c53c8656f258">More...</a><br /></td></tr>
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<tr class="separator:a6a29c6930f9239e8faa6c53c8656f258"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a15489a03cfd17fb4c0779d95c9309af2"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#a15489a03cfd17fb4c0779d95c9309af2">setShaderUniformVar</a> (const std::string &varName, int value)</td></tr>
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<tr class="memdesc:a15489a03cfd17fb4c0779d95c9309af2"><td class="mdescLeft"> </td><td class="mdescRight">The set var for float values. <a href="classRAY_1_1Shader.html#a15489a03cfd17fb4c0779d95c9309af2">More...</a><br /></td></tr>
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<tr class="separator:a15489a03cfd17fb4c0779d95c9309af2"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a61bad10f5eac0c683a437589570dfdf7"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#a61bad10f5eac0c683a437589570dfdf7">setShaderUniformVar</a> (const std::string &varName, const <a class="el" href="classRAY_1_1Vector3.html">RAY::Vector3</a> &vector)</td></tr>
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<tr class="separator:a61bad10f5eac0c683a437589570dfdf7"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ac7d5f742cb3f4f52a22018fdc0120f9d"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#ac7d5f742cb3f4f52a22018fdc0120f9d">setLocation</a> (::ShaderLocationIndex, const std::string &name)</td></tr>
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<tr class="separator:ac7d5f742cb3f4f52a22018fdc0120f9d"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a8fb919a4b2de6fc4cfc0acd7117e9283"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#a8fb919a4b2de6fc4cfc0acd7117e9283">Shader</a> (const std::string &vertexFile, const std::string &fragmentFile, bool lonely=false)</td></tr>
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<tr class="memdesc:a8fb919a4b2de6fc4cfc0acd7117e9283"><td class="mdescLeft"> </td><td class="mdescRight">ctor if no vertexfile in needed set it to nullptr <a href="classRAY_1_1Shader.html#a8fb919a4b2de6fc4cfc0acd7117e9283">More...</a><br /></td></tr>
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<tr class="separator:a8fb919a4b2de6fc4cfc0acd7117e9283"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a6a8c9ea1d884f29b7c0122ec3bb2afe6"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#a6a8c9ea1d884f29b7c0122ec3bb2afe6">Shader</a> (const <a class="el" href="classRAY_1_1Shader.html">Shader</a> &)=default</td></tr>
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<tr class="memdesc:a6a8c9ea1d884f29b7c0122ec3bb2afe6"><td class="mdescLeft"> </td><td class="mdescRight">Default copy ctor. <a href="classRAY_1_1Shader.html#a6a8c9ea1d884f29b7c0122ec3bb2afe6">More...</a><br /></td></tr>
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<tr class="separator:a6a8c9ea1d884f29b7c0122ec3bb2afe6"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a23bca233b3ce2bfacfb5efe6fb8527a7"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#a23bca233b3ce2bfacfb5efe6fb8527a7">~Shader</a> ()=default</td></tr>
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<tr class="memdesc:a23bca233b3ce2bfacfb5efe6fb8527a7"><td class="mdescLeft"> </td><td class="mdescRight">dtor <a href="classRAY_1_1Shader.html#a23bca233b3ce2bfacfb5efe6fb8527a7">More...</a><br /></td></tr>
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<tr class="separator:a23bca233b3ce2bfacfb5efe6fb8527a7"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aaafaeb70d7a14103b160f5a7cb2faab8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classRAY_1_1Shader.html">Shader</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#aaafaeb70d7a14103b160f5a7cb2faab8">operator=</a> (const <a class="el" href="classRAY_1_1Shader.html">Shader</a> &)=default</td></tr>
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<tr class="memdesc:aaafaeb70d7a14103b160f5a7cb2faab8"><td class="mdescLeft"> </td><td class="mdescRight">Assignment operator. <a href="classRAY_1_1Shader.html#aaafaeb70d7a14103b160f5a7cb2faab8">More...</a><br /></td></tr>
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<tr class="separator:aaafaeb70d7a14103b160f5a7cb2faab8"><td class="memSeparator" colspan="2"> </td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
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Static Public Member Functions</h2></td></tr>
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<tr class="memitem:a24133f6b01081b2174a21a829d351bce"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#a24133f6b01081b2174a21a829d351bce">BeginUsingCustomShader</a> (<a class="el" href="classRAY_1_1Shader.html">RAY::Shader</a> &shader)</td></tr>
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<tr class="memdesc:a24133f6b01081b2174a21a829d351bce"><td class="mdescLeft"> </td><td class="mdescRight">start using a custom shader when drawing <a href="classRAY_1_1Shader.html#a24133f6b01081b2174a21a829d351bce">More...</a><br /></td></tr>
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<tr class="separator:a24133f6b01081b2174a21a829d351bce"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a5242aa720eee1373d298aa9cf821b399"><td class="memItemLeft" align="right" valign="top">static void </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#a5242aa720eee1373d298aa9cf821b399">EndUsingCustomShader</a> ()</td></tr>
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<tr class="memdesc:a5242aa720eee1373d298aa9cf821b399"><td class="mdescLeft"> </td><td class="mdescRight">stop using the custom shader <a href="classRAY_1_1Shader.html#a5242aa720eee1373d298aa9cf821b399">More...</a><br /></td></tr>
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<tr class="separator:a5242aa720eee1373d298aa9cf821b399"><td class="memSeparator" colspan="2"> </td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pri-attribs"></a>
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Private Attributes</h2></td></tr>
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<tr class="memitem:afed28b9754ffcc85579834b9f0502104"><td class="memItemLeft" align="right" valign="top">std::string </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#afed28b9754ffcc85579834b9f0502104">_vertexFile</a></td></tr>
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<tr class="memdesc:afed28b9754ffcc85579834b9f0502104"><td class="mdescLeft"> </td><td class="mdescRight">The vertex file of the shader. <a href="classRAY_1_1Shader.html#afed28b9754ffcc85579834b9f0502104">More...</a><br /></td></tr>
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<tr class="separator:afed28b9754ffcc85579834b9f0502104"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:af2ceed26e6fcdc96759cec48cf304e14"><td class="memItemLeft" align="right" valign="top">std::string </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#af2ceed26e6fcdc96759cec48cf304e14">_fragmentFile</a></td></tr>
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<tr class="memdesc:af2ceed26e6fcdc96759cec48cf304e14"><td class="mdescLeft"> </td><td class="mdescRight">The fragment file of the shader. <a href="classRAY_1_1Shader.html#af2ceed26e6fcdc96759cec48cf304e14">More...</a><br /></td></tr>
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<tr class="separator:af2ceed26e6fcdc96759cec48cf304e14"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a9b01e8d8837312703b38869c3396c833"><td class="memItemLeft" align="right" valign="top">std::shared_ptr<::<a class="el" href="classRAY_1_1Shader.html">Shader</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#a9b01e8d8837312703b38869c3396c833">_rayLibShader</a></td></tr>
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<tr class="memdesc:a9b01e8d8837312703b38869c3396c833"><td class="mdescLeft"> </td><td class="mdescRight">Raylib shader struct. <a href="classRAY_1_1Shader.html#a9b01e8d8837312703b38869c3396c833">More...</a><br /></td></tr>
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<tr class="separator:a9b01e8d8837312703b38869c3396c833"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a023b4c1d25cea70d80f1153207eb2d2a"><td class="memItemLeft" align="right" valign="top">std::map< std::string, int > </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#a023b4c1d25cea70d80f1153207eb2d2a">_shaderIndexVars</a> = {}</td></tr>
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<tr class="memdesc:a023b4c1d25cea70d80f1153207eb2d2a"><td class="mdescLeft"> </td><td class="mdescRight">Fetch and cache the index of the shader variable on the first set of the var. <a href="classRAY_1_1Shader.html#a023b4c1d25cea70d80f1153207eb2d2a">More...</a><br /></td></tr>
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<tr class="separator:a023b4c1d25cea70d80f1153207eb2d2a"><td class="memSeparator" colspan="2"> </td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pri-static-attribs"></a>
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Static Private Attributes</h2></td></tr>
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<tr class="memitem:abd1ac7a925cee5e1b8a3d5b25d6d3200"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="classRAY_1_1Cache.html">Cache</a><::<a class="el" href="classRAY_1_1Shader.html">Shader</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="classRAY_1_1Shader.html#abd1ac7a925cee5e1b8a3d5b25d6d3200">_shadersCache</a></td></tr>
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<h2 class="groupheader">Constructor & Destructor Documentation</h2>
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<a id="a8fb919a4b2de6fc4cfc0acd7117e9283"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a8fb919a4b2de6fc4cfc0acd7117e9283">◆ </a></span>Shader() <span class="overload">[1/2]</span></h2>
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<div class="memitem">
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<td class="memname">RAY::Shader::Shader </td>
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<td>(</td>
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<td class="paramtype">const std::string & </td>
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<td class="paramname"><em>vertexFile</em>, </td>
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<td class="paramkey"></td>
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<td class="paramtype">const std::string & </td>
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<td class="paramname"><em>fragmentFile</em>, </td>
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<td class="paramkey"></td>
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<td class="paramtype">bool </td>
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<td class="paramname"><em>lonely</em> = <code>false</code> </td>
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<td>)</td>
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<p>ctor if no vertexfile in needed set it to nullptr </p>
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<a id="a6a8c9ea1d884f29b7c0122ec3bb2afe6"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a6a8c9ea1d884f29b7c0122ec3bb2afe6">◆ </a></span>Shader() <span class="overload">[2/2]</span></h2>
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<td class="memname">RAY::Shader::Shader </td>
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<td>(</td>
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<td class="paramtype">const <a class="el" href="classRAY_1_1Shader.html">Shader</a> & </td>
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<td class="paramname"></td><td>)</td>
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<span class="mlabels"><span class="mlabel">default</span></span> </td>
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<p>Default copy ctor. </p>
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<a id="a23bca233b3ce2bfacfb5efe6fb8527a7"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a23bca233b3ce2bfacfb5efe6fb8527a7">◆ </a></span>~Shader()</h2>
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<td class="memname">RAY::Shader::~Shader </td>
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<td>(</td>
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<td class="paramname"></td><td>)</td>
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<p>dtor </p>
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<h2 class="groupheader">Member Function Documentation</h2>
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<a id="a24133f6b01081b2174a21a829d351bce"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a24133f6b01081b2174a21a829d351bce">◆ </a></span>BeginUsingCustomShader()</h2>
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<td class="memname">void RAY::Shader::BeginUsingCustomShader </td>
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<td>(</td>
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<td class="paramtype"><a class="el" href="classRAY_1_1Shader.html">RAY::Shader</a> & </td>
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<td class="paramname"><em>shader</em></td><td>)</td>
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<p>start using a custom shader when drawing </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a5242aa720eee1373d298aa9cf821b399">◆ </a></span>EndUsingCustomShader()</h2>
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<td class="memname">void RAY::Shader::EndUsingCustomShader </td>
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<p>stop using the custom shader </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a8a1fb66cc733ffd0dc1595fd948d90b4">◆ </a></span>getShaderPtr()</h2>
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<td class="memname">const std::shared_ptr<::<a class="el" href="classRAY_1_1Shader.html">Shader</a> > & RAY::Shader::getShaderPtr </td>
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<td> const</td>
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<h2 class="memtitle"><span class="permalink"><a href="#aaafaeb70d7a14103b160f5a7cb2faab8">◆ </a></span>operator=()</h2>
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<td class="memname"><a class="el" href="classRAY_1_1Shader.html">Shader</a>& RAY::Shader::operator= </td>
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<p>Assignment operator. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ac7d5f742cb3f4f52a22018fdc0120f9d">◆ </a></span>setLocation()</h2>
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<td class="memname">void RAY::Shader::setLocation </td>
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<h2 class="memtitle"><span class="permalink"><a href="#a61bad10f5eac0c683a437589570dfdf7">◆ </a></span>setShaderUniformVar() <span class="overload">[1/3]</span></h2>
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<td class="memname">void RAY::Shader::setShaderUniformVar </td>
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<td class="paramtype">const <a class="el" href="classRAY_1_1Vector3.html">RAY::Vector3</a> & </td>
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<td class="paramname"><em>vector</em> </td>
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<h2 class="memtitle"><span class="permalink"><a href="#a6a29c6930f9239e8faa6c53c8656f258">◆ </a></span>setShaderUniformVar() <span class="overload">[2/3]</span></h2>
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<td class="memname">void RAY::Shader::setShaderUniformVar </td>
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<p>The set var for float values. </p>
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<dl class="section note"><dt>Note</dt><dd>Throw if the var is not found </dd></dl>
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<h2 class="memtitle"><span class="permalink"><a href="#a15489a03cfd17fb4c0779d95c9309af2">◆ </a></span>setShaderUniformVar() <span class="overload">[3/3]</span></h2>
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<td class="memname">void RAY::Shader::setShaderUniformVar </td>
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<p>The set var for float values. </p>
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<dl class="section note"><dt>Note</dt><dd>Throw if the var is not found </dd></dl>
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<h2 class="groupheader">Member Data Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#af2ceed26e6fcdc96759cec48cf304e14">◆ </a></span>_fragmentFile</h2>
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<p>The fragment file of the shader. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a9b01e8d8837312703b38869c3396c833">◆ </a></span>_rayLibShader</h2>
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<td class="memname">std::shared_ptr<::<a class="el" href="classRAY_1_1Shader.html">Shader</a>> RAY::Shader::_rayLibShader</td>
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<p>Raylib shader struct. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a023b4c1d25cea70d80f1153207eb2d2a">◆ </a></span>_shaderIndexVars</h2>
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<p>Fetch and cache the index of the shader variable on the first set of the var. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#abd1ac7a925cee5e1b8a3d5b25d6d3200">◆ </a></span>_shadersCache</h2>
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<td class="memname"><a class="el" href="classRAY_1_1Cache.html">Cache</a><::<a class="el" href="classRAY_1_1Shader.html">Shader</a> > RAY::Shader::_shadersCache</td>
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<h2 class="memtitle"><span class="permalink"><a href="#afed28b9754ffcc85579834b9f0502104">◆ </a></span>_vertexFile</h2>
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<p>The vertex file of the shader. </p>
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<hr/>The documentation for this class was generated from the following files:<ul>
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<li>lib/Ray/sources/Shaders/<a class="el" href="Shaders_8hpp_source.html">Shaders.hpp</a></li>
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<li>lib/Ray/sources/Shaders/<a class="el" href="Shaders_8cpp.html">Shaders.cpp</a></li>
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