Fix shader cache bypassing GL state manager

This commit is contained in:
wheremyfoodat 2024-03-03 01:51:45 +02:00
parent e5c09a092d
commit 4b07ebed86

View file

@ -819,7 +819,7 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
OpenGL::Shader vertShader({vs.c_str(), vs.size()}, OpenGL::Vertex);
OpenGL::Shader fragShader({fs.c_str(), fs.size()}, OpenGL::Fragment);
program.create({vertShader, fragShader});
program.use();
gl.useProgram(program);
// Init sampler objects. Texture 0 goes in texture unit 0, texture 1 in TU 1, texture 2 in TU 2, and the light maps go in TU 3
glUniform1i(OpenGL::uniformLocation(program, "u_tex0"), 0);