fix cast, and remove extra ; that had snuck into the shaders

This commit is contained in:
Ian Curtis 2018-06-18 10:24:46 +00:00
parent f9be1259c0
commit 73ff32a10d
2 changed files with 7 additions and 7 deletions

View file

@ -159,7 +159,7 @@ void R3DFrameBuffers::SetFBO(Layer layer)
}
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferID);
GLenum buffers[] = { GL_COLOR_ATTACHMENT0 + (int)layer };
GLenum buffers[] = { GL_COLOR_ATTACHMENT0 + (GLenum)layer };
glDrawBuffers(countof(buffers), buffers);
m_lastLayer = layer;
}
@ -199,7 +199,7 @@ void R3DFrameBuffers::AllocShaderBase()
{
fsTexCoord = inTexCoord;
gl_Position = vec4(inVertex,1.0);
};
}
)glsl";
@ -214,7 +214,7 @@ void R3DFrameBuffers::AllocShaderBase()
vec4 colBase = texture2D( tex1, fsTexCoord);
if(colBase.a < 1.0) discard;
gl_FragColor = colBase;
};
}
)glsl";
@ -239,7 +239,7 @@ void R3DFrameBuffers::AllocShaderTrans()
{
fsTexCoord = inTexCoord;
gl_Position = vec4(inVertex,1.0);
};
}
)glsl";
@ -263,7 +263,7 @@ void R3DFrameBuffers::AllocShaderTrans()
}
gl_FragColor = colTrans1;
};
}
)glsl";

View file

@ -12,7 +12,7 @@ attribute vec3 inVertex;
void main(void)
{
gl_Position = mvp * vec4(inVertex,1.0);
};
}
)glsl";
@ -55,7 +55,7 @@ void main()
// Final Color
gl_FragColor = scrollFog;
};
}
)glsl";