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authorSimon Robertshaw <simon@hardwired.org.uk>2011-10-22 18:24:32 (GMT)
committer Simon Robertshaw <simon@hardwired.org.uk>2011-10-22 18:24:32 (GMT)
commit014c1fbad669b0cf1abd881e696f0c7e432b3707 (patch)
tree049005945e5e63aad3a5d856e24058f5152fa9a9 /src
parentba59ba8b7c9fc12ba9ff349c1d35d73fbfc54624 (diff)
downloadpowder-014c1fbad669b0cf1abd881e696f0c7e432b3707.zip
powder-014c1fbad669b0cf1abd881e696f0c7e432b3707.tar.gz
Embed shaders
Diffstat (limited to 'src')
-rw-r--r--src/graphics.c17
1 files changed, 7 insertions, 10 deletions
diff --git a/src/graphics.c b/src/graphics.c
index e3a27c7..844c1af 100644
--- a/src/graphics.c
+++ b/src/graphics.c
@@ -3333,17 +3333,14 @@ int sdl_open(void)
#ifdef OGLR
void loadShaders()
{
- GLuint avsize, afsize, vsize, fsize, vertexShader, fragmentShader;
- //const char *vertex = file_load("test.vert", &vsize), * fragment = file_load("test.frag", &fsize);
- const char *lensVertex = file_load("ltest.vert", &vsize), * lensFragment = file_load("ltest.frag", &fsize);
- const char *airVertex = file_load("atest.vert", &avsize), * airFragment = file_load("atest.frag", &afsize);
+ GLuint vertexShader, fragmentShader;
//Particle texture
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource( vertexShader, 1, &vertex, NULL);//&vsize);
- glShaderSource( fragmentShader, 1, &fragment, NULL);//&fsize);
+ glShaderSource( vertexShader, 1, &fireVertex, NULL);
+ glShaderSource( fragmentShader, 1, &fireFragment, NULL);
glCompileShader( vertexShader );
glCompileShader( fragmentShader );
@@ -3357,8 +3354,8 @@ void loadShaders()
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource( vertexShader, 1, &lensVertex, &vsize);
- glShaderSource( fragmentShader, 1, &lensFragment, &fsize);
+ glShaderSource( vertexShader, 1, &lensVertex, NULL);
+ glShaderSource( fragmentShader, 1, &lensFragment, NULL);
glCompileShader( vertexShader );
glCompileShader( fragmentShader );
@@ -3372,8 +3369,8 @@ void loadShaders()
vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource( vertexShader, 1, &airVertex, &avsize);
- glShaderSource( fragmentShader, 1, &airFragment, &afsize);
+ glShaderSource( vertexShader, 1, &airVertex, NULL);
+ glShaderSource( fragmentShader, 1, &airFragment, NULL);
glCompileShader( vertexShader );
glCompileShader( fragmentShader );