diff --git a/src/core/PICA/shader_gen_glsl.cpp b/src/core/PICA/shader_gen_glsl.cpp index e135ac8e..9b467e63 100644 --- a/src/core/PICA/shader_gen_glsl.cpp +++ b/src/core/PICA/shader_gen_glsl.cpp @@ -175,7 +175,7 @@ std::string FragmentGenerator::generate(const PICARegs& regs) { ret += "fragColor = combinerOutput;\n"; ret += "}"; // End of main function - ret += "\n\n\n\n\n\n\n"; + ret += "\n\n\n"; return ret; } diff --git a/src/core/renderer_gl/renderer_gl.cpp b/src/core/renderer_gl/renderer_gl.cpp index b9a2c7ae..0c33b898 100644 --- a/src/core/renderer_gl/renderer_gl.cpp +++ b/src/core/renderer_gl/renderer_gl.cpp @@ -828,8 +828,8 @@ OpenGL::Program& RendererGL::getSpecializedShader() { // As it's an OpenGL 4.2 feature that MacOS doesn't support... uint uboIndex = glGetUniformBlockIndex(program.handle(), "FragmentUniforms"); glUniformBlockBinding(program.handle(), uboIndex, uboBlockBinding); - glBindBufferBase(GL_UNIFORM_BUFFER, uboBlockBinding, programEntry.uboBinding); } + glBindBufferBase(GL_UNIFORM_BUFFER, uboBlockBinding, programEntry.uboBinding); // Upload uniform data to our shader's UBO PICA::FragmentUniforms uniforms;