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Fix issue with shader compilation
git-svn-id: https://svn.eduke32.com/eduke32@7787 1a8010ca-5511-0410-912e-c29ae57300e0
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616b0c2347
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4e04e4a096
1 changed files with 11 additions and 6 deletions
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@ -387,7 +387,7 @@ static void calcmat(vec3f_t a0, const vec2f_t *offset, float f, float mat[16], i
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mat[14] = (mat[14] + a0.y*mat[2]) + (a0.z*mat[6] + a0.x*mat[10]);
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}
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static GLuint polymost2_compileShader(GLenum shaderType, const char* const source, int length)
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static GLuint polymost2_compileShader(GLenum shaderType, const char* const source, int * pLength = nullptr)
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{
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GLuint shaderID = glCreateShader(shaderType);
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if (shaderID == 0)
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@ -398,7 +398,7 @@ static GLuint polymost2_compileShader(GLenum shaderType, const char* const sourc
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glShaderSource(shaderID,
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1,
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&source,
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&length);
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pLength);
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glCompileShader(shaderID);
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GLint compileStatus;
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@ -420,6 +420,11 @@ static GLuint polymost2_compileShader(GLenum shaderType, const char* const sourc
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return shaderID;
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}
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static GLuint polymost2_compileShader(GLenum shaderType, const char* const source, int length)
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{
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return polymost2_compileShader(shaderType, source, &length);
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}
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void polymost_glreset()
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{
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for (bssize_t i=0; i<=MAXPALOOKUPS-1; i++)
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@ -866,8 +871,8 @@ void polymost_glinit()
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}\n";
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polymost2BasicShaderProgramID = glCreateProgram();
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GLuint polymost2BasicVertexShaderID = polymost2_compileShader(GL_VERTEX_SHADER, POLYMOST2_BASIC_VERTEX_SHADER_CODE, 0);
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GLuint polymost2BasicFragmentShaderID = polymost2_compileShader(GL_FRAGMENT_SHADER, POLYMOST2_BASIC_FRAGMENT_SHADER_CODE, 0);
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GLuint polymost2BasicVertexShaderID = polymost2_compileShader(GL_VERTEX_SHADER, POLYMOST2_BASIC_VERTEX_SHADER_CODE);
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GLuint polymost2BasicFragmentShaderID = polymost2_compileShader(GL_FRAGMENT_SHADER, POLYMOST2_BASIC_FRAGMENT_SHADER_CODE);
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glBindAttribLocation(polymost2BasicShaderProgramID, 0, "i_vertPos");
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glBindAttribLocation(polymost2BasicShaderProgramID, 1, "i_texCoord");
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glAttachShader(polymost2BasicShaderProgramID, polymost2BasicVertexShaderID);
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@ -890,8 +895,8 @@ void polymost_glinit()
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#include "generated/polymost1Frag.glsl.h"
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polymost1ExtendedShaderProgramID = glCreateProgram();
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GLuint polymost1BasicVertexShaderID = polymost2_compileShader(GL_VERTEX_SHADER, polymost1Vert, 0);
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GLuint polymost1ExtendedFragmentShaderID = polymost2_compileShader(GL_FRAGMENT_SHADER, polymost1Frag, 0);
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GLuint polymost1BasicVertexShaderID = polymost2_compileShader(GL_VERTEX_SHADER, polymost1Vert);
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GLuint polymost1ExtendedFragmentShaderID = polymost2_compileShader(GL_FRAGMENT_SHADER, polymost1Frag);
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glAttachShader(polymost1ExtendedShaderProgramID, polymost1BasicVertexShaderID);
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glAttachShader(polymost1ExtendedShaderProgramID, polymost1ExtendedFragmentShaderID);
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glLinkProgram(polymost1ExtendedShaderProgramID);
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