- fixed user shader compilation in OpenGL

This commit is contained in:
Christoph Oelckers 2022-05-15 11:37:46 +02:00
parent 648dc87101
commit 1d9da40f5b

View file

@ -830,6 +830,7 @@ bool FShaderCollection::CompileNextShader()
FString defines = defaultshaders[usershaders[i].shaderType].Defines + usershaders[i].defines;
FShader *shc = Compile(name, usershaders[i].shader, defaultshaders[usershaders[i].shaderType].lightfunc, defines, true, mPassType);
mMaterialShaders.Push(shc);
mCompileIndex++;
if (mCompileIndex >= (int)usershaders.Size())
{
mCompileIndex = 0;