Make shader names consistent, step 3

This commit is contained in:
Jean-André Santoni 2016-11-19 00:27:54 +01:00
parent 35d8ec12c5
commit d1bf61076d
2 changed files with 3 additions and 3 deletions

View File

@ -1,6 +1,6 @@
#include "shaders_common.h"
static const char *stock_vertex_xmb_simple_legacy = GLSL(
static const char *stock_vertex_xmb_ribbon_simple_legacy = GLSL(
attribute vec3 VertexCoord;
uniform float time;
float iqhash( float n )

View File

@ -938,7 +938,7 @@ static void *gl_glsl_init(void *data, const char *path)
#ifdef HAVE_SHADERPIPELINE
#if defined(HAVE_OPENGLES)
shader_prog_info.vertex = stock_vertex_xmb_simple_legacy;
shader_prog_info.vertex = stock_vertex_xmb_ribbon_simple_legacy;
shader_prog_info.fragment = stock_fragment_xmb_simple;
#else
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_ribbon_modern : stock_vertex_xmb_ribbon_legacy;
@ -954,7 +954,7 @@ static void *gl_glsl_init(void *data, const char *path)
gl_glsl_find_uniforms(glsl, 0, glsl->prg[VIDEO_SHADER_MENU].id,
&glsl->uniforms[VIDEO_SHADER_MENU]);
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_simple_modern : stock_vertex_xmb_simple_legacy;
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_simple_modern : stock_vertex_xmb_ribbon_simple_legacy;
shader_prog_info.fragment = stock_fragment_xmb_simple;
gl_glsl_compile_program(