Clear out uniform struct and use stock shader.

This commit is contained in:
Themaister 2013-07-06 15:25:34 +02:00
parent 108d2e5c12
commit c71777f5ec

View File

@ -23,6 +23,8 @@
#include "../dynamic.h"
#include "../file.h"
#define GLSL_DEBUG
#ifdef HAVE_CONFIG_H
#include "../config.h"
#endif
@ -677,6 +679,7 @@ static void gl_glsl_deinit(void)
glDeleteTextures(glsl_shader->luts, gl_teximage);
memset(gl_program, 0, sizeof(gl_program));
memset(gl_uniforms, 0, sizeof(gl_uniforms));
glsl_enable = false;
active_index = 0;
@ -770,6 +773,14 @@ static bool gl_glsl_init(const char *path)
const char *stock_fragment = glsl_shader->modern ?
stock_fragment_modern : stock_fragment_legacy;
#ifndef HAVE_OPENGLES2
if (glsl_core)
{
stock_vertex = stock_vertex_core;
stock_fragment = stock_fragment_core;
}
#endif
#ifdef HAVE_OPENGLES2
if (!glsl_shader->modern)
{