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@cupe cupe commented Mar 4, 2023

use render-to-texture instead of pixel readback, use 32bit texture as back buffer. no functional change for the user except fp32 RGBA in texPreviousFrame (was 8bit before). to allow better feedback effects (like fading colors more gracefully, and also shenanigans like particle systems stored in pixel colors)

bool ReloadShader( const char * szShaderCode, int nShaderCodeSize, char * szErrorBuffer, int nErrorBufferSize );
void SetShaderConstant( const char * szConstName, float x );
void SetShaderConstant( const char * szConstName, float x, float y );
void SetShaderConstant( const char * szConstName, unsigned int num, float* data );
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(oops, this function was added for a different change. will come with another PR)

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cupe commented Mar 4, 2023

argh, I forgot that other backends exist. I don't know shit about DX unfortunately.

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