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#include "../Shader.h"
using namespace Luax;
namespace AsuraEngine
{
namespace Graphics
{
///
/// shaderΪ
///
int Shader::l_Use(lua_State* L)
{
LUAX_STATE(L);
}
///
/// shaderΪǻ
///
int Shader::l_Unuse(lua_State* L)
{
LUAX_STATE(L);
}
///
/// ɫйshaderɹtrueʧܷfalse
///
int Shader::l_Load(lua_State* L)
{
LUAX_STATE(L);
}
///
/// жshaderǷuniformзtrue,false
///
int Shader::l_HasUniform(lua_State* L)
{
LUAX_STATE(L);
}
///
/// uniformslocationûuniformnilضӦloc
///
int Shader::l_GetUniformLocation(lua_State* L)
{
LUAX_STATE(L);
}
int Shader::l_SetBuiltInUniforms(lua_State* L)
{
LUAX_STATE(L);
}
int Shader::l_SetUniformFloat(lua_State* L)
{
LUAX_STATE(L);
}
int Shader::l_SetUniformTexture(lua_State* L)
{
LUAX_STATE(L);
}
int Shader::l_SetUniformVector2(lua_State* L)
{
LUAX_STATE(L);
}
int Shader::l_SetUniformVector3(lua_State* L)
{
LUAX_STATE(L);
}
int Shader::l_SetUniformVector4(lua_State* L)
{
LUAX_STATE(L);
}
int Shader::l_SetUniformColor(lua_State* L)
{
LUAX_STATE(L);
}
void Shader::RegisterLuaxClass(LuaxState& state)
{
}
void Shader::RegisterLuaxInterface(LuaxState& state)
{
}
void Shader::RegisterLuaxClass(LuaxState& state)
{
LuaxEnum EBuiltIn[] = {
{0, 0}
};
state.RegisterEnum("EBuiltIn", EBuiltIn);
}
}
}
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