Allow color modulation of sprites, refactor renderer init
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@@ -35,15 +35,15 @@ void renderer_backgroundTiles(Renderer *const renderer, const v2 tileSize,
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#endif
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void renderer_string(Renderer *const renderer, Font *const font,
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const char *const string, v2 pos, f32 rotate, v3 color);
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const char *const string, v2 pos, f32 rotate, v4 color);
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void renderer_debugString(Renderer *const renderer, Font *const font,
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const char *const string);
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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f32 dt, f32 rotate, v3 color);
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f32 dt, f32 rotate, v4 color);
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v4 color,
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Texture *tex);
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RenderQuad renderer_createQuad(Renderer *renderer, v4 quadRect, v4 texRect,
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@@ -17,6 +17,8 @@ void shader_uniformSet1i(Shader *const shader, const GLchar *name,
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const GLuint data);
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void shader_uniformSetMat4fv(Shader *const shader, const GLchar *name,
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mat4 data);
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void shader_uniformSetVec4f(Shader *const shader, const GLchar *name,
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v4 data);
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void shader_use(const Shader *const shader);
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