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so this?
void sk_runtime_effect_builder_set_uniform_int(sk_runtime_effect_builder_t* builder, const char* name, int value) {
AsRuntimeEffectBuilder(builder)->uniform(name) = value;
}
void sk_runtime_effect_builder_set_uniform_int2(sk_runtime_effect_builder_t* builder, const char* name, int v1, int v2) {
AsRuntimeEffectBuilder(builder)->uniform(name) = std::array<int, 2> { v1, v2 };
}
void sk_runtime_effect_builder_set_uniform_int3(sk_runtime_effect_builder_t* builder, const char* name, int v1, int v2, int v3) {
AsRuntimeEffectBuilder(builder)->uniform(name) = std::array<int, 3> { v1, v2, v3 };
}
void sk_runtime_effect_builder_set_uniform_int4(sk_runtime_effect_builder_t* builder, const char* name, int v1, int v2, int v3, int v4) {
AsRuntimeEffectBuilder(builder)->uniform(name) = std::array<int, 4> { v1, v2, v3, v4 };
}
void sk_runtime_effect_builder_set_uniform_float(sk_runtime_effect_builder_t* builder, const char* name, float value) {
AsRuntimeEffectBuilder(builder)->uniform(name) = value;
}
void sk_runtime_effect_builder_set_uniform_float2(sk_runtime_effect_builder_t* builder, const char* name, float v1, float v2) {
AsRuntimeEffectBuilder(builder)->uniform(name) = std::array<float, 2> { v1, v2 };
}
void sk_runtime_effect_builder_set_uniform_float3(sk_runtime_effect_builder_t* builder, const char* name, float v1, float v2, float v3) {
AsRuntimeEffectBuilder(builder)->uniform(name) = std::array<float, 3> { v1, v2, v3 };
}
void sk_runtime_effect_builder_set_uniform_float4(sk_runtime_effect_builder_t* builder, const char* name, float v1, float v2, float v3, float v4) {
AsRuntimeEffectBuilder(builder)->uniform(name) = std::array<float, 4> { v1, v2, v3, v4 };
}
void sk_runtime_effect_builder_set_uniform_float2x2(sk_runtime_effect_builder_t* builder, const char* name, float v1, float v2, float v3, float v4) {
AsRuntimeEffectBuilder(builder)->uniform(name) = std::array<float, 4> {
v1, v2,
v3, v4
};
}
void sk_runtime_effect_builder_set_uniform_float3x3(sk_runtime_effect_builder_t* builder, const char* name, float v1, float v2, float v3, float v4, float v5, float v6, float v7, float v8, float v9) {
AsRuntimeEffectBuilder(builder)->uniform(name) = std::array<float, 9> {
v1, v2, v3,
v4, v5, v6,
v7, v8, v9
};
}
void sk_runtime_effect_builder_set_uniform_float4x4(sk_runtime_effect_builder_t* builder, const char* name, float v1, float v2, float v3, float v4, float v5, float v6, float v7, float v8, float v9, float v10, float v11, float v12, float v13, float v14, float v15, float v16) {
AsRuntimeEffectBuilder(builder)->uniform(name) = std::array<float, 16> {
v1, v2, v3, v4,
v5, v6, v7, v8,
v9, v10, v11, v12,
v13, v14, v15, v16
};
}
void sk_runtime_effect_builder_set_uniform_matrix(sk_runtime_effect_builder_t* builder, const char* name, const sk_matrix_t value) {
AsRuntimeEffectBuilder(builder)->uniform(name) = value;
}
void sk_runtime_effect_builder_set_child_shader(sk_runtime_effect_builder_t* builder, const char* name, const sk_shader_t* value) {
AsRuntimeEffectBuilder(builder)->child(name) = value;
}
void sk_runtime_effect_builder_set_child_color_filter(sk_runtime_effect_builder_t* builder, const char* name, const sk_colorfilter_t* value) {
AsRuntimeEffectBuilder(builder)->child(name) = value;
}
void sk_runtime_effect_builder_set_child_blender(sk_runtime_effect_builder_t* builder, const char* name, const sk_blender_t* value) {
AsRuntimeEffectBuilder(builder)->child(name) = value;
}
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