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

View file

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