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GLSL shader binding refactor

This commit is contained in:
Jack Andersen
2016-07-07 14:06:42 -10:00
parent 6e761b9870
commit cf09630cdb
2 changed files with 5 additions and 3 deletions

View File

@@ -75,6 +75,7 @@ BOO_GLSL_BINDING_HEAD
"}\n";
static const char* BlockNames[] = {"SpecterViewBlock"};
static const char* TexNames[] = {"tex"};
void View::Resources::init(boo::GLDataFactory::Context& ctx, const IThemeData& theme)
{
@@ -82,7 +83,7 @@ void View::Resources::init(boo::GLDataFactory::Context& ctx, const IThemeData& t
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, false, false);
m_texShader = ctx.newShaderPipeline(GLSLTexVS, GLSLTexFS, 1, "tex", 1, BlockNames,
m_texShader = ctx.newShaderPipeline(GLSLTexVS, GLSLTexFS, 1, TexNames, 1, BlockNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, false, false, false);
}