Fixed missing dot in file name

This commit is contained in:
Deve 2016-06-26 10:19:34 +02:00
parent c26f7a91d7
commit 9ce190f704

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@ -260,42 +260,42 @@ void Shaders::loadShaders()
// Ok, go // Ok, go
m_shaders[ES_NORMAL_MAP] = glsl_noinput(dir + name + ".vert", dir + name + ".frag"); 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_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_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_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_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_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_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_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_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_callbacks[ES_MIPVIZ], EMT_SOLID);
m_shaders[ES_OBJECTPASS] = 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_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_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_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); m_callbacks[ES_DISPLACE], EMT_TRANSPARENT_ALPHA_CHANNEL);
// Check that all successfully loaded // Check that all successfully loaded