Cleaned up some of the bugs in the shader loading.
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parent
08b4825cd2
commit
1a96538a0e
3 changed files with 28 additions and 16 deletions
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@ -44,12 +44,14 @@ int main(void) {
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char infoLog[512];
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// Create the vertex shader
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char *shdr_src_vertex = readshader("vertex.glsl");
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GLchar *shdr_src_vertex;
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readshader("vertex.glsl", &shdr_src_vertex);
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u32 vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL);
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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freeshader(shdr_src_vertex);
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if (!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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std::cout << "ERROR SHADER::VERTEX::Compilation Failed\n" <<
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@ -58,7 +60,8 @@ int main(void) {
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}
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// Create the fragment shader
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char *shdr_src_fragment = readshader("fragment.glsl");
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GLchar *shdr_src_fragment;
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readshader("fragment.glsl", &shdr_src_fragment);
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u32 fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &shdr_src_fragment, NULL);
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glCompileShader(fragmentShader);
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