Correct the spelling of shader files
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parent
4477dbb0fb
commit
4f2e2331ee
@ -150,12 +150,12 @@ public:
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return;
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return;
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if (CVS->isAMDVertexShaderLayerUsable())
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if (CVS->isAMDVertexShaderLayerUsable())
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{
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedshadow.vert",
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loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_shadow.vert",
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GL_FRAGMENT_SHADER, "shadow.frag");
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GL_FRAGMENT_SHADER, "shadow.frag");
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}
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}
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else
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else
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{
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedshadow.vert",
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loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_shadow.vert",
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GL_GEOMETRY_SHADER, "instanced_shadow.geom",
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GL_GEOMETRY_SHADER, "instanced_shadow.geom",
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GL_FRAGMENT_SHADER, "shadow.frag");
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GL_FRAGMENT_SHADER, "shadow.frag");
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}
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}
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@ -390,12 +390,12 @@ public:
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return;
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return;
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if (CVS->isAMDVertexShaderLayerUsable())
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if (CVS->isAMDVertexShaderLayerUsable())
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{
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{
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loadProgram(OBJECT,GL_VERTEX_SHADER, "instanciedshadow.vert",
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loadProgram(OBJECT,GL_VERTEX_SHADER, "instanced_shadow.vert",
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GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
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GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
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}
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}
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else
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else
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{
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{
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loadProgram(OBJECT,GL_VERTEX_SHADER, "instanciedshadow.vert",
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loadProgram(OBJECT,GL_VERTEX_SHADER, "instanced_shadow.vert",
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GL_GEOMETRY_SHADER, "instanced_shadow.geom",
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GL_GEOMETRY_SHADER, "instanced_shadow.geom",
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GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
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GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
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}
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}
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@ -522,12 +522,12 @@ public:
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return;
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return;
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if (CVS->isAMDVertexShaderLayerUsable())
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if (CVS->isAMDVertexShaderLayerUsable())
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{
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedgrassshadow.vert",
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loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_grassshadow.vert",
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GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
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GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
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}
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}
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else
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else
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{
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{
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loadProgram(OBJECT, GL_VERTEX_SHADER, "instanciedgrassshadow.vert",
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loadProgram(OBJECT, GL_VERTEX_SHADER, "instanced_grassshadow.vert",
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GL_GEOMETRY_SHADER, "instanced_shadow.geom",
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GL_GEOMETRY_SHADER, "instanced_shadow.geom",
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GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
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GL_FRAGMENT_SHADER, "instanced_shadowref.frag");
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}
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}
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