diff --git a/src/graphics/shaders.cpp b/src/graphics/shaders.cpp index 0986cd6f9..605531c3d 100644 --- a/src/graphics/shaders.cpp +++ b/src/graphics/shaders.cpp @@ -260,42 +260,42 @@ void Shaders::loadShaders() // Ok, go m_shaders[ES_NORMAL_MAP] = glsl_noinput(dir + name + ".vert", dir + name + ".frag"); - m_shaders[ES_NORMAL_MAP_LIGHTMAP] = glsl_noinput(dir + name + "vert", dir + name + "frag"); + m_shaders[ES_NORMAL_MAP_LIGHTMAP] = glsl_noinput(dir + name + ".vert", dir + name + ".frag"); - m_shaders[ES_SKYBOX] = glslmat(dir + name + "vert", dir + name + "frag", + m_shaders[ES_SKYBOX] = glslmat(dir + name + ".vert", dir + name + ".frag", m_callbacks[ES_SKYBOX], EMT_TRANSPARENT_ALPHA_CHANNEL); - m_shaders[ES_SPLATTING] = glsl_noinput(dir + name + "vert", dir + name + "frag"); + m_shaders[ES_SPLATTING] = glsl_noinput(dir + name + ".vert", dir + name + ".frag"); - m_shaders[ES_WATER] = glslmat(dir + name + "vert", dir + name + "frag", + m_shaders[ES_WATER] = glslmat(dir + name + ".vert", dir + name + ".frag", m_callbacks[ES_WATER], EMT_TRANSPARENT_ALPHA_CHANNEL); - m_shaders[ES_WATER_SURFACE] = glsl(dir + name + "vert", dir + name + "frag", + m_shaders[ES_WATER_SURFACE] = glsl(dir + name + ".vert", dir + name + ".frag", m_callbacks[ES_WATER]); - m_shaders[ES_SPHERE_MAP] = glsl_noinput(dir + name + "vert", dir + name + "frag"); + m_shaders[ES_SPHERE_MAP] = glsl_noinput(dir + name + ".vert", dir + name + ".frag"); - m_shaders[ES_GRASS] = glslmat(dir + name + "vert", dir + name + "frag", + m_shaders[ES_GRASS] = glslmat(dir + name + ".vert", dir + name + ".frag", m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL); - m_shaders[ES_GRASS_REF] = glslmat(dir + name + "vert", dir + name + "frag", + m_shaders[ES_GRASS_REF] = glslmat(dir + name + ".vert", dir + name + ".frag", m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL_REF); - m_shaders[ES_MOTIONBLUR] = glsl(dir + name + "vert", dir + name + "frag", + m_shaders[ES_MOTIONBLUR] = glsl(dir + name + ".vert", dir + name + ".frag", m_callbacks[ES_MOTIONBLUR]); - m_shaders[ES_GAUSSIAN3H] = glslmat(dir + name + "vert", dir + name + "frag", + m_shaders[ES_GAUSSIAN3H] = glslmat(dir + name + ".vert", dir + name + ".frag", m_callbacks[ES_GAUSSIAN3H], EMT_SOLID); - m_shaders[ES_GAUSSIAN3V] = glslmat(dir + name + "vert", dir + name + "frag", + m_shaders[ES_GAUSSIAN3V] = glslmat(dir + name + ".vert", dir + name + ".frag", m_callbacks[ES_GAUSSIAN3V], EMT_SOLID); - m_shaders[ES_MIPVIZ] = glslmat(dir + name + "vert", dir + name + "frag", + m_shaders[ES_MIPVIZ] = glslmat(dir + name + ".vert", dir + name + ".frag", m_callbacks[ES_MIPVIZ], EMT_SOLID); - m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + name + "vert", dir + name + "frag"); - m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + name + "vert", dir + name + "frag"); - m_shaders[ES_OBJECTPASS_REF] = glsl_noinput(dir + name + "vert", dir + name + "frag"); - m_shaders[ES_OBJECTPASS_RIMLIT] = glsl_noinput(dir + name + "vert", dir + name + "frag"); + m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + name + ".vert", dir + name + ".frag"); + m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + name + ".vert", dir + name + ".frag"); + m_shaders[ES_OBJECTPASS_REF] = glsl_noinput(dir + name + ".vert", dir + name + ".frag"); + m_shaders[ES_OBJECTPASS_RIMLIT] = glsl_noinput(dir + name + ".vert", dir + name + ".frag"); - m_shaders[ES_DISPLACE] = glslmat(dir + name + "vert", dir + name + "frag", + m_shaders[ES_DISPLACE] = glslmat(dir + name + ".vert", dir + name + ".frag", m_callbacks[ES_DISPLACE], EMT_TRANSPARENT_ALPHA_CHANNEL); // Check that all successfully loaded