- fixed shader selection logic in OpenGL.

This commit is contained in:
Christoph Oelckers 2022-05-14 12:08:31 +02:00
parent c23abd1930
commit c95b1b0149

View file

@ -741,7 +741,7 @@ void FShaderManager::SetActiveShader(FShader *sh)
FShader *FShaderManager::BindEffect(int effect, EPassType passType)
{
if (passType < mPassShaders.Size() && mCompilePass > -1)
if (passType < mPassShaders.Size() && mCompilePass == -1)
return mPassShaders[passType]->BindEffect(effect);
else
return nullptr;