toD method

ShaderD toD([
  1. Pointer<ShaderC>? ptr
])

Implementation

ShaderD toD([Pointer<ShaderC>? ptr]) => .new(
  originalPointer: ptr,
  id: id,
  locs: locs.address != 0
    ? .generate(Raylib.instance.Rlgl.RL_MAX_SHADER_LOCATIONS, (i) => locs[i])
    : .filled(Raylib.instance.Rlgl.RL_MAX_SHADER_LOCATIONS, 0),
);