Cleaned up some of the bugs in the shader loading.

This commit is contained in:
siriusfox 2022-07-02 18:27:19 -07:00
parent 08b4825cd2
commit 1a96538a0e
3 changed files with 28 additions and 16 deletions

View file

@ -44,12 +44,14 @@ int main(void) {
char infoLog[512];
// Create the vertex shader
char *shdr_src_vertex = readshader("vertex.glsl");
GLchar *shdr_src_vertex;
readshader("vertex.glsl", &shdr_src_vertex);
u32 vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &shdr_src_vertex, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
freeshader(shdr_src_vertex);
if (!success) {
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
std::cout << "ERROR SHADER::VERTEX::Compilation Failed\n" <<
@ -58,7 +60,8 @@ int main(void) {
}
// Create the fragment shader
char *shdr_src_fragment = readshader("fragment.glsl");
GLchar *shdr_src_fragment;
readshader("fragment.glsl", &shdr_src_fragment);
u32 fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &shdr_src_fragment, NULL);
glCompileShader(fragmentShader);