- block user overrides for the logic module of core fragment shaders.

This commit is contained in:
Christoph Oelckers 2021-08-24 10:24:23 +02:00
parent dfd51ec6d5
commit 03c8fd9956
2 changed files with 4 additions and 2 deletions

View file

@ -404,7 +404,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
if (*proc_prog_lump != '#')
{
int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
int pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump, 0); // if it's a core shader, ignore overrides by user mods.
if (pp_lump == -1) pp_lump = fileSystem.CheckNumForFullName(proc_prog_lump);
if (pp_lump == -1) I_Error("Unable to load '%s'", proc_prog_lump);
FileData pp_data = fileSystem.ReadFile(pp_lump);

View file

@ -386,7 +386,8 @@ FString VkShaderManager::GetTargetGlslVersion()
FString VkShaderManager::LoadPublicShaderLump(const char *lumpname)
{
int lump = fileSystem.CheckNumForFullName(lumpname);
int lump = fileSystem.CheckNumForFullName(lumpname, 0);
if (lump == -1) lump = fileSystem.CheckNumForFullName(lumpname);
if (lump == -1) I_Error("Unable to load '%s'", lumpname);
FileData data = fileSystem.ReadFile(lump);
return data.GetString();