toD method
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),
);