- prohibit core shaders overriding for OpenGL renderer

https://forum.zdoom.org/viewtopic.php?t=67519
This commit is contained in:
alexey.lysiuk 2020-02-25 15:56:29 +02:00
parent 56311b765e
commit 5d6a490846

View file

@ -392,7 +392,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
// this looks like an old custom hardware shader.
// add ProcessMaterial function that calls the older ProcessTexel function
int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultmat.fp");
int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultmat.fp", 0);
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultmat.fp");
FMemLump pl_data = Wads.ReadLump(pl_lump);
fp_comb << "\n" << pl_data.GetString().GetChars();
@ -418,7 +418,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
if (pp_data.GetString().IndexOf("ProcessLight") < 0)
{
int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultlight.fp");
int pl_lump = Wads.CheckNumForFullName("shaders/glsl/func_defaultlight.fp", 0);
if (pl_lump == -1) I_Error("Unable to load '%s'", "shaders/glsl/func_defaultlight.fp");
FMemLump pl_data = Wads.ReadLump(pl_lump);
fp_comb << "\n" << pl_data.GetString().GetChars();
@ -433,7 +433,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
if (light_fragprog)
{
int pp_lump = Wads.CheckNumForFullName(light_fragprog);
int pp_lump = Wads.CheckNumForFullName(light_fragprog, 0);
if (pp_lump == -1) I_Error("Unable to load '%s'", light_fragprog);
FMemLump pp_data = Wads.ReadLump(pp_lump);
fp_comb << pp_data.GetString().GetChars() << "\n";