Fixed missing dot in file name
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c26f7a91d7
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9ce190f704
@ -260,42 +260,42 @@ void Shaders::loadShaders()
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// Ok, go
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// Ok, go
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m_shaders[ES_NORMAL_MAP] = glsl_noinput(dir + name + ".vert", dir + name + ".frag");
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m_shaders[ES_NORMAL_MAP] = glsl_noinput(dir + name + ".vert", dir + name + ".frag");
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m_shaders[ES_NORMAL_MAP_LIGHTMAP] = glsl_noinput(dir + name + "vert", dir + name + "frag");
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m_shaders[ES_NORMAL_MAP_LIGHTMAP] = glsl_noinput(dir + name + ".vert", dir + name + ".frag");
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m_shaders[ES_SKYBOX] = glslmat(dir + name + "vert", dir + name + "frag",
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m_shaders[ES_SKYBOX] = glslmat(dir + name + ".vert", dir + name + ".frag",
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m_callbacks[ES_SKYBOX], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_callbacks[ES_SKYBOX], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_shaders[ES_SPLATTING] = glsl_noinput(dir + name + "vert", dir + name + "frag");
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m_shaders[ES_SPLATTING] = glsl_noinput(dir + name + ".vert", dir + name + ".frag");
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m_shaders[ES_WATER] = glslmat(dir + name + "vert", dir + name + "frag",
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m_shaders[ES_WATER] = glslmat(dir + name + ".vert", dir + name + ".frag",
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m_callbacks[ES_WATER], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_callbacks[ES_WATER], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_shaders[ES_WATER_SURFACE] = glsl(dir + name + "vert", dir + name + "frag",
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m_shaders[ES_WATER_SURFACE] = glsl(dir + name + ".vert", dir + name + ".frag",
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m_callbacks[ES_WATER]);
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m_callbacks[ES_WATER]);
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m_shaders[ES_SPHERE_MAP] = glsl_noinput(dir + name + "vert", dir + name + "frag");
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m_shaders[ES_SPHERE_MAP] = glsl_noinput(dir + name + ".vert", dir + name + ".frag");
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m_shaders[ES_GRASS] = glslmat(dir + name + "vert", dir + name + "frag",
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m_shaders[ES_GRASS] = glslmat(dir + name + ".vert", dir + name + ".frag",
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_shaders[ES_GRASS_REF] = glslmat(dir + name + "vert", dir + name + "frag",
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m_shaders[ES_GRASS_REF] = glslmat(dir + name + ".vert", dir + name + ".frag",
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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m_shaders[ES_MOTIONBLUR] = glsl(dir + name + "vert", dir + name + "frag",
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m_shaders[ES_MOTIONBLUR] = glsl(dir + name + ".vert", dir + name + ".frag",
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m_callbacks[ES_MOTIONBLUR]);
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m_callbacks[ES_MOTIONBLUR]);
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m_shaders[ES_GAUSSIAN3H] = glslmat(dir + name + "vert", dir + name + "frag",
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m_shaders[ES_GAUSSIAN3H] = glslmat(dir + name + ".vert", dir + name + ".frag",
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m_callbacks[ES_GAUSSIAN3H], EMT_SOLID);
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m_callbacks[ES_GAUSSIAN3H], EMT_SOLID);
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m_shaders[ES_GAUSSIAN3V] = glslmat(dir + name + "vert", dir + name + "frag",
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m_shaders[ES_GAUSSIAN3V] = glslmat(dir + name + ".vert", dir + name + ".frag",
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m_callbacks[ES_GAUSSIAN3V], EMT_SOLID);
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m_callbacks[ES_GAUSSIAN3V], EMT_SOLID);
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m_shaders[ES_MIPVIZ] = glslmat(dir + name + "vert", dir + name + "frag",
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m_shaders[ES_MIPVIZ] = glslmat(dir + name + ".vert", dir + name + ".frag",
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m_callbacks[ES_MIPVIZ], EMT_SOLID);
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m_callbacks[ES_MIPVIZ], EMT_SOLID);
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m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + name + "vert", dir + name + "frag");
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m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + name + ".vert", dir + name + ".frag");
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m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + name + "vert", dir + name + "frag");
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m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + name + ".vert", dir + name + ".frag");
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m_shaders[ES_OBJECTPASS_REF] = glsl_noinput(dir + name + "vert", dir + name + "frag");
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m_shaders[ES_OBJECTPASS_REF] = glsl_noinput(dir + name + ".vert", dir + name + ".frag");
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m_shaders[ES_OBJECTPASS_RIMLIT] = glsl_noinput(dir + name + "vert", dir + name + "frag");
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m_shaders[ES_OBJECTPASS_RIMLIT] = glsl_noinput(dir + name + ".vert", dir + name + ".frag");
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m_shaders[ES_DISPLACE] = glslmat(dir + name + "vert", dir + name + "frag",
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m_shaders[ES_DISPLACE] = glslmat(dir + name + ".vert", dir + name + ".frag",
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m_callbacks[ES_DISPLACE], EMT_TRANSPARENT_ALPHA_CHANNEL);
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m_callbacks[ES_DISPLACE], EMT_TRANSPARENT_ALPHA_CHANNEL);
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// Check that all successfully loaded
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// Check that all successfully loaded
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