Fix build

This commit is contained in:
wheremyfoodat 2024-07-15 00:13:22 +03:00
parent c73758959b
commit b384cb8ad9

View file

@ -872,24 +872,24 @@ void RendererGL::setUbershader(const std::string& shader) {
initUbershader(triangleProgram); initUbershader(triangleProgram);
glUniform1f(depthScaleLoc, oldDepthScale); glUniform1f(ubershaderData.depthScaleLoc, oldDepthScale);
glUniform1f(depthOffsetLoc, oldDepthOffset); glUniform1f(ubershaderData.depthOffsetLoc, oldDepthOffset);
glUniform1i(depthmapEnableLoc, oldDepthmapEnable); glUniform1i(ubershaderData.depthmapEnableLoc, oldDepthmapEnable);
} }
void RendererGL::initUbershader(OpenGL::Program& program) { void RendererGL::initUbershader(OpenGL::Program& program) {
gl.useProgram(program); gl.useProgram(program);
textureEnvSourceLoc = OpenGL::uniformLocation(program, "u_textureEnvSource"); ubershaderData.textureEnvSourceLoc = OpenGL::uniformLocation(program, "u_textureEnvSource");
textureEnvOperandLoc = OpenGL::uniformLocation(program, "u_textureEnvOperand"); ubershaderData.textureEnvOperandLoc = OpenGL::uniformLocation(program, "u_textureEnvOperand");
textureEnvCombinerLoc = OpenGL::uniformLocation(program, "u_textureEnvCombiner"); ubershaderData.textureEnvCombinerLoc = OpenGL::uniformLocation(program, "u_textureEnvCombiner");
textureEnvColorLoc = OpenGL::uniformLocation(program, "u_textureEnvColor"); ubershaderData.textureEnvColorLoc = OpenGL::uniformLocation(program, "u_textureEnvColor");
textureEnvScaleLoc = OpenGL::uniformLocation(program, "u_textureEnvScale"); ubershaderData.textureEnvScaleLoc = OpenGL::uniformLocation(program, "u_textureEnvScale");
depthScaleLoc = OpenGL::uniformLocation(program, "u_depthScale"); ubershaderData.depthScaleLoc = OpenGL::uniformLocation(program, "u_depthScale");
depthOffsetLoc = OpenGL::uniformLocation(program, "u_depthOffset"); ubershaderData.depthOffsetLoc = OpenGL::uniformLocation(program, "u_depthOffset");
depthmapEnableLoc = OpenGL::uniformLocation(program, "u_depthmapEnable"); ubershaderData.depthmapEnableLoc = OpenGL::uniformLocation(program, "u_depthmapEnable");
picaRegLoc = OpenGL::uniformLocation(program, "u_picaRegs"); 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 // 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); glUniform1i(OpenGL::uniformLocation(program, "u_tex0"), 0);