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authorraysan5 <[email protected]>2020-09-16 16:33:17 +0200
committerraysan5 <[email protected]>2020-09-16 16:33:17 +0200
commitcbdb9bfe429c38754b4809aac60fa72bf1727d1d (patch)
tree3d946a3f82979211f4f3d13bd0cc6d4a44400202 /src
parentb870b9f8280274fac6ad784031ba05909cc4a58c (diff)
downloadraylib-cbdb9bfe429c38754b4809aac60fa72bf1727d1d.tar.gz
raylib-cbdb9bfe429c38754b4809aac60fa72bf1727d1d.zip
REVIEWED: UnloadShader() issue
Avoid unloading default shader, raylib will take care of it
Diffstat (limited to 'src')
-rw-r--r--src/rlgl.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index 4a936421..b7596b0e 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -3161,13 +3161,13 @@ Shader LoadShaderCode(const char *vsCode, const char *fsCode)
// Unload shader from GPU memory (VRAM)
void UnloadShader(Shader shader)
{
- if (shader.id > 0)
+ if ((shader.id != RLGL.State.defaultShader.id) && (shader.id > 0))
{
rlDeleteShader(shader.id);
+ RL_FREE(shader.locs);
+
TRACELOG(LOG_INFO, "SHADER: [ID %i] Unloaded shader program data from VRAM (GPU)", shader.id);
}
-
- RL_FREE(shader.locs);
}
// Begin custom shader mode