diff --git a/src/rendering/gl/shaders/gl_shader.cpp b/src/rendering/gl/shaders/gl_shader.cpp index 2d2ceda41..939faf557 100644 --- a/src/rendering/gl/shaders/gl_shader.cpp +++ b/src/rendering/gl/shaders/gl_shader.cpp @@ -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";