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- prohibit core shaders overriding for OpenGL renderer
https://forum.zdoom.org/viewtopic.php?t=67519
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parent
56311b765e
commit
5d6a490846
1 changed files with 3 additions and 3 deletions
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@ -392,7 +392,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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// this looks like an old custom hardware shader.
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// add ProcessMaterial function that calls the older ProcessTexel function
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int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultmat.fp");
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int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat.fp");
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FMemLump pl_data = Wads.ReadLump(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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@ -418,7 +418,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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if (pp_data.GetString().IndexOf("ProcessLight") < 0)
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{
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int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultlight.fp");
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int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultlight.fp", 0);
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if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultlight.fp");
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FMemLump pl_data = Wads.ReadLump(pl_lump);
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fp_comb << "\n" << pl_data.GetString().GetChars();
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@ -433,7 +433,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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if (light_fragprog)
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{
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int pp_lump = Wads.CheckNumForFullName(light_fragprog);
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int pp_lump = Wads.CheckNumForFullName(light_fragprog, 0);
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if (pp_lump == -1) I_Error("Unable to load '%s'", light_fragprog);
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FMemLump pp_data = Wads.ReadLump(pp_lump);
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fp_comb << pp_data.GetString().GetChars() << "\n";
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