From 1375a616b25c3ffad1cc73581b8acbdc30ef79b4 Mon Sep 17 00:00:00 2001 From: Ray Date: Fri, 20 Oct 2017 00:18:21 +0200 Subject: Some examples code tweaks --- examples/shaders/shaders_postprocessing.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'examples/shaders/shaders_postprocessing.c') diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index ae77a723..4aac5f91 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -76,7 +76,7 @@ int main() Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map) - dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture + dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position -- cgit v1.2.3 From 7ef604fbf5c3ba03d72b1559656e209f929e442d Mon Sep 17 00:00:00 2001 From: Wilhem Barbier Date: Thu, 9 Nov 2017 20:47:22 +0100 Subject: Store the default shaders --- examples/shaders/shaders_postprocessing.c | 28 ++++---- src/rlgl.c | 115 +++++++++++++----------------- 2 files changed, 62 insertions(+), 81 deletions(-) (limited to 'examples/shaders/shaders_postprocessing.c') diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index 4aac5f91..f6ed8205 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -20,10 +20,8 @@ #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 - #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs" #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 - #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs" #endif #define MAX_POSTPRO_SHADERS 12 @@ -85,18 +83,18 @@ int main() // NOTE 2: We load the correct shader depending on GLSL version Shader shaders[MAX_POSTPRO_SHADERS]; - shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); - shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); - shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); - shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); - shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); - shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); - shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); - shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); - shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); - shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); - shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); - shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION)); + shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); + shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); + shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); + shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION)); + shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION)); + shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION)); + shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION)); + shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION)); + shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION)); + shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION)); + shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION)); + shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION)); int currentShader = FX_GRAYSCALE; @@ -177,4 +175,4 @@ int main() //-------------------------------------------------------------------------------------- return 0; -} \ No newline at end of file +} diff --git a/src/rlgl.c b/src/rlgl.c index 2dd5c544..c5c9493d 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -267,6 +267,10 @@ static Vector3 *tempBuffer; static int tempBufferCount = 0; static bool useTempBuffer = false; +// Shaders +static unsigned int defaultVertexShader; +static unsigned int defaultFragmentShader; + // Shader Programs static Shader defaultShader; // Basic shader, support vertex color and diffuse texture static Shader currentShader; // Shader to be used on rendering (by default, defaultShader) @@ -324,7 +328,8 @@ static int screenHeight; // Default framebuffer height //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount); -static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id +static unsigned int LoadShaderPartial(const char *shaderStr, int type); // Load custom shader and return shader id +static unsigned int LoadShaderProgram(unsigned int vertexShader, unsigned int fragmentShader); // Load custom shader strings and return program id static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring) static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) @@ -2359,22 +2364,33 @@ Shader LoadShader(char *vsFileName, char *fsFileName) for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - // Shaders loading from external text file - char *vShaderStr = LoadText(vsFileName); - char *fShaderStr = LoadText(fsFileName); - - if ((vShaderStr != NULL) && (fShaderStr != NULL)) - { - shader.id = LoadShaderProgram(vShaderStr, fShaderStr); - // After shader loading, we TRY to set default location names - if (shader.id > 0) SetShaderDefaultLocations(&shader); + unsigned int vertexShader, fragmentShader; - // Shader strings must be freed + if (vsFileName == NULL) { + vertexShader = defaultVertexShader; + } else { + char *vShaderStr = LoadText(vsFileName); + vertexShader = LoadShaderPartial(vShaderStr, GL_VERTEX_SHADER); free(vShaderStr); + } + + if (fsFileName == NULL) { + fragmentShader = defaultVertexShader; + } else { + char* fShaderStr = LoadText(fsFileName); + fragmentShader = LoadShaderPartial(fShaderStr, GL_FRAGMENT_SHADER); free(fShaderStr); } + shader.id = LoadShaderProgram(vertexShader, fragmentShader); + + // After shader loading, we TRY to set default location names + if (shader.id > 0) SetShaderDefaultLocations(&shader); + + if (vertexShader != defaultVertexShader) glDeleteShader(vertexShader); + if (fragmentShader != defaultFragmentShader) glDeleteShader(fragmentShader); + if (shader.id == 0) { TraceLog(LOG_WARNING, "Custom shader could not be loaded"); @@ -3127,45 +3143,28 @@ static void LoadTextureCompressed(unsigned char *data, int width, int height, in } } -// Load custom shader strings and return program id -static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr) +static unsigned int LoadShaderPartial(const char *shaderStr, int type) { - unsigned int program = 0; - -#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - GLuint vertexShader; - GLuint fragmentShader; - - vertexShader = glCreateShader(GL_VERTEX_SHADER); - fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); - - const char *pvs = vShaderStr; - const char *pfs = fShaderStr; - - glShaderSource(vertexShader, 1, &pvs, NULL); - glShaderSource(fragmentShader, 1, &pfs, NULL); + unsigned int shader = glCreateShader(type); + glShaderSource(shader, 1, &shaderStr, NULL); GLint success = 0; - - glCompileShader(vertexShader); - - glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (success != GL_TRUE) { - TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile vertex shader...", vertexShader); - + TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile shader...", shader); int maxLength = 0; int length; - - glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength); + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); #ifdef _MSC_VER char *log = malloc(maxLength); #else char log[maxLength]; #endif - glGetShaderInfoLog(vertexShader, maxLength, &length, log); + glGetShaderInfoLog(shader, maxLength, &length, log); TraceLog(LOG_INFO, "%s", log); @@ -3173,36 +3172,19 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade free(log); #endif } - else TraceLog(LOG_INFO, "[VSHDR ID %i] Vertex shader compiled successfully", vertexShader); - - glCompileShader(fragmentShader); - - glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success); - - if (success != GL_TRUE) - { - TraceLog(LOG_WARNING, "[FSHDR ID %i] Failed to compile fragment shader...", fragmentShader); - - int maxLength = 0; - int length; - - glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength); + else TraceLog(LOG_INFO, "[VSHDR ID %i] Shader compiled successfully", shader); -#ifdef _MSC_VER - char *log = malloc(maxLength); -#else - char log[maxLength]; -#endif - glGetShaderInfoLog(fragmentShader, maxLength, &length, log); + return shader; +} - TraceLog(LOG_INFO, "%s", log); +// Load custom shader strings and return program id +static unsigned int LoadShaderProgram(unsigned int vertexShader, unsigned int fragmentShader) +{ + unsigned int program = 0; -#ifdef _MSC_VER - free(log); -#endif - } - else TraceLog(LOG_INFO, "[FSHDR ID %i] Fragment shader compiled successfully", fragmentShader); +#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) + GLint success = 0; program = glCreateProgram(); glAttachShader(program, vertexShader); @@ -3250,9 +3232,6 @@ static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShade program = 0; } else TraceLog(LOG_INFO, "[SHDR ID %i] Shader program loaded successfully", program); - - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); #endif return program; } @@ -3326,7 +3305,9 @@ static Shader LoadShaderDefault(void) #endif "} \n"; - shader.id = LoadShaderProgram(vDefaultShaderStr, fDefaultShaderStr); + defaultVertexShader = LoadShaderPartial(vDefaultShaderStr, GL_VERTEX_SHADER); + defaultFragmentShader = LoadShaderPartial(fDefaultShaderStr, GL_FRAGMENT_SHADER); + shader.id = LoadShaderProgram(defaultVertexShader, defaultFragmentShader); if (shader.id > 0) { @@ -3388,6 +3369,8 @@ static void UnloadShaderDefault(void) { glUseProgram(0); + glDeleteShader(defaultVertexShader); + glDeleteShader(defaultFragmentShader); //glDetachShader(defaultShader, vertexShader); //glDetachShader(defaultShader, fragmentShader); //glDeleteShader(vertexShader); // Already deleted on shader compilation -- cgit v1.2.3 From 09228752ce2695baf79cbc2edccc60fabb38f783 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 12 Nov 2017 10:33:44 +0100 Subject: Review default shaders usage on loading --- examples/shaders/shaders_postprocessing.c | 1 + src/rlgl.c | 82 ++++++++++++++++--------------- src/shader_distortion.h | 4 +- 3 files changed, 45 insertions(+), 42 deletions(-) (limited to 'examples/shaders/shaders_postprocessing.c') diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c index f6ed8205..b8b5f6ae 100644 --- a/examples/shaders/shaders_postprocessing.c +++ b/examples/shaders/shaders_postprocessing.c @@ -83,6 +83,7 @@ int main() // NOTE 2: We load the correct shader depending on GLSL version Shader shaders[MAX_POSTPRO_SHADERS]; + // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION)); shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION)); shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION)); diff --git a/src/rlgl.c b/src/rlgl.c index c5c9493d..518b0470 100644 --- a/src/rlgl.c +++ b/src/rlgl.c @@ -268,10 +268,8 @@ static int tempBufferCount = 0; static bool useTempBuffer = false; // Shaders -static unsigned int defaultVertexShader; -static unsigned int defaultFragmentShader; - -// Shader Programs +static unsigned int defaultVShaderId; // Default vertex shader id (used by default shader program) +static unsigned int defaultFShaderId; // Default fragment shader Id (used by default shader program) static Shader defaultShader; // Basic shader, support vertex color and diffuse texture static Shader currentShader; // Shader to be used on rendering (by default, defaultShader) @@ -328,8 +326,9 @@ static int screenHeight; // Default framebuffer height //---------------------------------------------------------------------------------- #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) static void LoadTextureCompressed(unsigned char *data, int width, int height, int compressedFormat, int mipmapCount); -static unsigned int LoadShaderPartial(const char *shaderStr, int type); // Load custom shader and return shader id -static unsigned int LoadShaderProgram(unsigned int vertexShader, unsigned int fragmentShader); // Load custom shader strings and return program id + +static unsigned int CompileShader(const char *shaderStr, int type); // Compile custom shader and return shader id +static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId); // Load custom shader program static Shader LoadShaderDefault(void); // Load default shader (just vertex positioning and texture coloring) static void SetShaderDefaultLocations(Shader *shader); // Bind default shader locations (attributes and uniforms) @@ -2356,6 +2355,7 @@ char *LoadText(const char *fileName) } // Load shader from files and bind default locations +// NOTE: If shader string is NULL, using default vertex/fragment shaders Shader LoadShader(char *vsFileName, char *fsFileName) { Shader shader = { 0 }; @@ -2365,31 +2365,28 @@ Shader LoadShader(char *vsFileName, char *fsFileName) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) - unsigned int vertexShader, fragmentShader; + unsigned int vertexShaderId, fragmentShaderId; - if (vsFileName == NULL) { - vertexShader = defaultVertexShader; - } else { + if (vsFileName == NULL) vertexShaderId = defaultVShaderId; + else + { char *vShaderStr = LoadText(vsFileName); - vertexShader = LoadShaderPartial(vShaderStr, GL_VERTEX_SHADER); + vertexShaderId = CompileShader(vShaderStr, GL_VERTEX_SHADER); free(vShaderStr); } - if (fsFileName == NULL) { - fragmentShader = defaultVertexShader; - } else { + if (fsFileName == NULL) fragmentShaderId = defaultVShaderId; + else + { char* fShaderStr = LoadText(fsFileName); - fragmentShader = LoadShaderPartial(fShaderStr, GL_FRAGMENT_SHADER); + fragmentShaderId = CompileShader(fShaderStr, GL_FRAGMENT_SHADER); free(fShaderStr); } - shader.id = LoadShaderProgram(vertexShader, fragmentShader); - - // After shader loading, we TRY to set default location names - if (shader.id > 0) SetShaderDefaultLocations(&shader); + shader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId); - if (vertexShader != defaultVertexShader) glDeleteShader(vertexShader); - if (fragmentShader != defaultFragmentShader) glDeleteShader(fragmentShader); + if (vertexShaderId != defaultVShaderId) glDeleteShader(vertexShaderId); + if (fragmentShaderId != defaultFShaderId) glDeleteShader(fragmentShaderId); if (shader.id == 0) { @@ -2397,6 +2394,8 @@ Shader LoadShader(char *vsFileName, char *fsFileName) shader = defaultShader; } + // After shader loading, we TRY to set default location names + if (shader.id > 0) SetShaderDefaultLocations(&shader); // Get available shader uniforms // NOTE: This information is useful for debug... @@ -2421,7 +2420,6 @@ Shader LoadShader(char *vsFileName, char *fsFileName) TraceLog(LOG_DEBUG, "[SHDR ID %i] Active uniform [%s] set at location: %i", shader.id, name, location); } - #endif return shader; @@ -2929,7 +2927,10 @@ void InitVrSimulator(VrDeviceInfo info) #if defined(SUPPORT_DISTORTION_SHADER) // Load distortion shader (initialized by default with Oculus Rift CV1 parameters) - vrConfig.distortionShader.id = LoadShaderProgram(vDistortionShaderStr, fDistortionShaderStr); + unsigned int vertexShaderId = CompileShader(distortionVShaderStr, GL_VERTEX_SHADER); + unsigned int fragmentShaderId = CompileShader(distortionFShaderStr, GL_FRAGMENT_SHADER); + + vrConfig.distortionShader.id = LoadShaderProgram(vertexShaderId, fragmentShaderId); if (vrConfig.distortionShader.id > 0) SetShaderDefaultLocations(&vrConfig.distortionShader); #endif @@ -3143,7 +3144,8 @@ static void LoadTextureCompressed(unsigned char *data, int width, int height, in } } -static unsigned int LoadShaderPartial(const char *shaderStr, int type) +// Compile custom shader and return shader id +static unsigned int CompileShader(const char *shaderStr, int type) { unsigned int shader = glCreateShader(type); glShaderSource(shader, 1, &shaderStr, NULL); @@ -3154,7 +3156,7 @@ static unsigned int LoadShaderPartial(const char *shaderStr, int type) if (success != GL_TRUE) { - TraceLog(LOG_WARNING, "[VSHDR ID %i] Failed to compile shader...", shader); + TraceLog(LOG_WARNING, "[SHDR ID %i] Failed to compile shader...", shader); int maxLength = 0; int length; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); @@ -3172,13 +3174,13 @@ static unsigned int LoadShaderPartial(const char *shaderStr, int type) free(log); #endif } - else TraceLog(LOG_INFO, "[VSHDR ID %i] Shader compiled successfully", shader); + else TraceLog(LOG_INFO, "[SHDR ID %i] Shader compiled successfully", shader); return shader; } // Load custom shader strings and return program id -static unsigned int LoadShaderProgram(unsigned int vertexShader, unsigned int fragmentShader) +static unsigned int LoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId) { unsigned int program = 0; @@ -3187,8 +3189,8 @@ static unsigned int LoadShaderProgram(unsigned int vertexShader, unsigned int fr GLint success = 0; program = glCreateProgram(); - glAttachShader(program, vertexShader); - glAttachShader(program, fragmentShader); + glAttachShader(program, vShaderId); + glAttachShader(program, fShaderId); // NOTE: Default attribute shader locations must be binded before linking glBindAttribLocation(program, 0, DEFAULT_ATTRIB_POSITION_NAME); @@ -3247,7 +3249,7 @@ static Shader LoadShaderDefault(void) for (int i = 0; i < MAX_SHADER_LOCATIONS; i++) shader.locs[i] = -1; // Vertex shader directly defined, no external file required - char vDefaultShaderStr[] = + char defaultVShaderStr[] = #if defined(GRAPHICS_API_OPENGL_21) "#version 120 \n" #elif defined(GRAPHICS_API_OPENGL_ES2) @@ -3276,7 +3278,7 @@ static Shader LoadShaderDefault(void) "} \n"; // Fragment shader directly defined, no external file required - char fDefaultShaderStr[] = + char defaultFShaderStr[] = #if defined(GRAPHICS_API_OPENGL_21) "#version 120 \n" #elif defined(GRAPHICS_API_OPENGL_ES2) @@ -3305,9 +3307,11 @@ static Shader LoadShaderDefault(void) #endif "} \n"; - defaultVertexShader = LoadShaderPartial(vDefaultShaderStr, GL_VERTEX_SHADER); - defaultFragmentShader = LoadShaderPartial(fDefaultShaderStr, GL_FRAGMENT_SHADER); - shader.id = LoadShaderProgram(defaultVertexShader, defaultFragmentShader); + // NOTE: Compiled vertex/fragment shaders are kept for re-use + defaultVShaderId = CompileShader(defaultVShaderStr, GL_VERTEX_SHADER); // Compile default vertex shader + defaultFShaderId = CompileShader(defaultFShaderStr, GL_FRAGMENT_SHADER); // Compile default fragment shader + + shader.id = LoadShaderProgram(defaultVShaderId, defaultFShaderId); if (shader.id > 0) { @@ -3369,12 +3373,10 @@ static void UnloadShaderDefault(void) { glUseProgram(0); - glDeleteShader(defaultVertexShader); - glDeleteShader(defaultFragmentShader); - //glDetachShader(defaultShader, vertexShader); - //glDetachShader(defaultShader, fragmentShader); - //glDeleteShader(vertexShader); // Already deleted on shader compilation - //glDeleteShader(fragmentShader); // Already deleted on shader compilation + glDetachShader(defaultShader.id, defaultVShaderId); + glDetachShader(defaultShader.id, defaultFShaderId); + glDeleteShader(defaultVShaderId); + glDeleteShader(defaultFShaderId); glDeleteProgram(defaultShader.id); } diff --git a/src/shader_distortion.h b/src/shader_distortion.h index 7a2c994b..3b37c630 100644 --- a/src/shader_distortion.h +++ b/src/shader_distortion.h @@ -1,6 +1,6 @@ // Vertex shader definition to embed, no external file required -static const char vDistortionShaderStr[] = +static const char distortionVShaderStr[] = #if defined(GRAPHICS_API_OPENGL_21) "#version 120 \n" #elif defined(GRAPHICS_API_OPENGL_ES2) @@ -29,7 +29,7 @@ static const char vDistortionShaderStr[] = "} \n"; // Fragment shader definition to embed, no external file required -static const char fDistortionShaderStr[] = +static const char distortionFShaderStr[] = #if defined(GRAPHICS_API_OPENGL_21) "#version 120 \n" #elif defined(GRAPHICS_API_OPENGL_ES2) -- cgit v1.2.3