From b384cb8ad9601197ea4162d200c9fcdf2a6fbfa9 Mon Sep 17 00:00:00 2001 From: wheremyfoodat <44909372+wheremyfoodat@users.noreply.github.com> Date: Mon, 15 Jul 2024 00:13:22 +0300 Subject: [PATCH] Fix build --- src/core/renderer_gl/renderer_gl.cpp | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/src/core/renderer_gl/renderer_gl.cpp b/src/core/renderer_gl/renderer_gl.cpp index 706d52ac..0b26f004 100644 --- a/src/core/renderer_gl/renderer_gl.cpp +++ b/src/core/renderer_gl/renderer_gl.cpp @@ -872,24 +872,24 @@ void RendererGL::setUbershader(const std::string& shader) { initUbershader(triangleProgram); - glUniform1f(depthScaleLoc, oldDepthScale); - glUniform1f(depthOffsetLoc, oldDepthOffset); - glUniform1i(depthmapEnableLoc, oldDepthmapEnable); + glUniform1f(ubershaderData.depthScaleLoc, oldDepthScale); + glUniform1f(ubershaderData.depthOffsetLoc, oldDepthOffset); + glUniform1i(ubershaderData.depthmapEnableLoc, oldDepthmapEnable); } void RendererGL::initUbershader(OpenGL::Program& program) { gl.useProgram(program); - textureEnvSourceLoc = OpenGL::uniformLocation(program, "u_textureEnvSource"); - textureEnvOperandLoc = OpenGL::uniformLocation(program, "u_textureEnvOperand"); - textureEnvCombinerLoc = OpenGL::uniformLocation(program, "u_textureEnvCombiner"); - textureEnvColorLoc = OpenGL::uniformLocation(program, "u_textureEnvColor"); - textureEnvScaleLoc = OpenGL::uniformLocation(program, "u_textureEnvScale"); + ubershaderData.textureEnvSourceLoc = OpenGL::uniformLocation(program, "u_textureEnvSource"); + ubershaderData.textureEnvOperandLoc = OpenGL::uniformLocation(program, "u_textureEnvOperand"); + ubershaderData.textureEnvCombinerLoc = OpenGL::uniformLocation(program, "u_textureEnvCombiner"); + ubershaderData.textureEnvColorLoc = OpenGL::uniformLocation(program, "u_textureEnvColor"); + ubershaderData.textureEnvScaleLoc = OpenGL::uniformLocation(program, "u_textureEnvScale"); - depthScaleLoc = OpenGL::uniformLocation(program, "u_depthScale"); - depthOffsetLoc = OpenGL::uniformLocation(program, "u_depthOffset"); - depthmapEnableLoc = OpenGL::uniformLocation(program, "u_depthmapEnable"); - picaRegLoc = OpenGL::uniformLocation(program, "u_picaRegs"); + ubershaderData.depthScaleLoc = OpenGL::uniformLocation(program, "u_depthScale"); + ubershaderData.depthOffsetLoc = OpenGL::uniformLocation(program, "u_depthOffset"); + ubershaderData.depthmapEnableLoc = OpenGL::uniformLocation(program, "u_depthmapEnable"); + ubershaderData.picaRegLoc = OpenGL::uniformLocation(program, "u_picaRegs"); // 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);