[raylib.h] renamed SHADER_LOC_VERTEX_INSTANCETRANSFORMS (#5592)

* renamed SHADER_LOC_VERTEX_INSTANCETRANSFORMS to SHADER_LOC_VERTEX_INSTANCETRANSFORM

* rlparser: update raylib_api.* by CI

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
This commit is contained in:
Thomas Anderson
2026-02-25 17:35:15 -06:00
committed by GitHub
parent ecaa1d3d18
commit 006216bfcb
5 changed files with 5 additions and 5 deletions

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@ -814,7 +814,7 @@ typedef enum {
SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: bone indices SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: bone indices
SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: bone weights SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: bone weights
SHADER_LOC_MATRIX_BONETRANSFORMS, // Shader location: matrix attribute: bone transforms (animation) SHADER_LOC_MATRIX_BONETRANSFORMS, // Shader location: matrix attribute: bone transforms (animation)
SHADER_LOC_VERTEX_INSTANCETRANSFORMS // Shader location: vertex attribute: instance transforms SHADER_LOC_VERTEX_INSTANCETRANSFORM // Shader location: vertex attribute: instance transforms
} ShaderLocationIndex; } ShaderLocationIndex;
#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO #define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO

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@ -2556,7 +2556,7 @@
"description": "Shader location: matrix attribute: bone transforms (animation)" "description": "Shader location: matrix attribute: bone transforms (animation)"
}, },
{ {
"name": "SHADER_LOC_VERTEX_INSTANCETRANSFORMS", "name": "SHADER_LOC_VERTEX_INSTANCETRANSFORM",
"value": 29, "value": 29,
"description": "Shader location: vertex attribute: instance transforms" "description": "Shader location: vertex attribute: instance transforms"
} }

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@ -2556,7 +2556,7 @@ return {
description = "Shader location: matrix attribute: bone transforms (animation)" description = "Shader location: matrix attribute: bone transforms (animation)"
}, },
{ {
name = "SHADER_LOC_VERTEX_INSTANCETRANSFORMS", name = "SHADER_LOC_VERTEX_INSTANCETRANSFORM",
value = 29, value = 29,
description = "Shader location: vertex attribute: instance transforms" description = "Shader location: vertex attribute: instance transforms"
} }

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@ -834,7 +834,7 @@ Enum 09: ShaderLocationIndex (30 values)
Value[SHADER_LOC_VERTEX_BONEIDS]: 26 Value[SHADER_LOC_VERTEX_BONEIDS]: 26
Value[SHADER_LOC_VERTEX_BONEWEIGHTS]: 27 Value[SHADER_LOC_VERTEX_BONEWEIGHTS]: 27
Value[SHADER_LOC_MATRIX_BONETRANSFORMS]: 28 Value[SHADER_LOC_MATRIX_BONETRANSFORMS]: 28
Value[SHADER_LOC_VERTEX_INSTANCETRANSFORMS]: 29 Value[SHADER_LOC_VERTEX_INSTANCETRANSFORM]: 29
Enum 10: ShaderUniformDataType (13 values) Enum 10: ShaderUniformDataType (13 values)
Name: ShaderUniformDataType Name: ShaderUniformDataType
Description: Shader uniform data type Description: Shader uniform data type

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@ -540,7 +540,7 @@
<Value name="SHADER_LOC_VERTEX_BONEIDS" integer="26" desc="Shader location: vertex attribute: bone indices" /> <Value name="SHADER_LOC_VERTEX_BONEIDS" integer="26" desc="Shader location: vertex attribute: bone indices" />
<Value name="SHADER_LOC_VERTEX_BONEWEIGHTS" integer="27" desc="Shader location: vertex attribute: bone weights" /> <Value name="SHADER_LOC_VERTEX_BONEWEIGHTS" integer="27" desc="Shader location: vertex attribute: bone weights" />
<Value name="SHADER_LOC_MATRIX_BONETRANSFORMS" integer="28" desc="Shader location: matrix attribute: bone transforms (animation)" /> <Value name="SHADER_LOC_MATRIX_BONETRANSFORMS" integer="28" desc="Shader location: matrix attribute: bone transforms (animation)" />
<Value name="SHADER_LOC_VERTEX_INSTANCETRANSFORMS" integer="29" desc="Shader location: vertex attribute: instance transforms" /> <Value name="SHADER_LOC_VERTEX_INSTANCETRANSFORM" integer="29" desc="Shader location: vertex attribute: instance transforms" />
</Enum> </Enum>
<Enum name="ShaderUniformDataType" valueCount="13" desc="Shader uniform data type"> <Enum name="ShaderUniformDataType" valueCount="13" desc="Shader uniform data type">
<Value name="SHADER_UNIFORM_FLOAT" integer="0" desc="Shader uniform type: float" /> <Value name="SHADER_UNIFORM_FLOAT" integer="0" desc="Shader uniform type: float" />