More MacOS funni

This commit is contained in:
wheremyfoodat 2023-05-07 02:29:27 +03:00
parent 7c68e70ba4
commit d6a107afef

View file

@ -130,7 +130,7 @@ const char* displayFragmentShader = R"(
in vec2 UV;
out vec4 FragColor;
uniform sampler2D u_texture; // TODO: Properly init this to 0 when I'm not lazy
uniform sampler2D u_texture;
void main() {
FragColor = texture(u_texture, UV);
}
@ -181,10 +181,14 @@ void Renderer::initGraphicsContext() {
depthScaleLoc = OpenGL::uniformLocation(triangleProgram, "u_depthScale");
depthOffsetLoc = OpenGL::uniformLocation(triangleProgram, "u_depthOffset");
depthmapEnableLoc = OpenGL::uniformLocation(triangleProgram, "u_depthmapEnable");
glUniform1i(OpenGL::uniformLocation(triangleProgram, "u_tex0"), 0); // Init sampler object
OpenGL::Shader vertDisplay(displayVertexShader, OpenGL::Vertex);
OpenGL::Shader fragDisplay(displayFragmentShader, OpenGL::Fragment);
displayProgram.create({ vertDisplay, fragDisplay });
displayProgram.use();
glUniform1i(OpenGL::uniformLocation(displayProgram, "u_texture"), 0); // Init sampler object
vbo.createFixedSize(sizeof(Vertex) * vertexBufferSize, GL_STREAM_DRAW);
vbo.bind();