From b6cdc3193d4994a89b8d36d7e1fd3ad296df478a Mon Sep 17 00:00:00 2001 From: omigamedev Date: Fri, 22 Feb 2019 03:18:37 +0100 Subject: [PATCH] fix shaders on osx --- data/shaders/comp-draw.glsl | 8 ++++---- data/shaders/stroke.glsl | 4 ++-- src/shader.cpp | 2 ++ 3 files changed, 8 insertions(+), 6 deletions(-) diff --git a/data/shaders/comp-draw.glsl b/data/shaders/comp-draw.glsl index 81b4007..89f53ed 100644 --- a/data/shaders/comp-draw.glsl +++ b/data/shaders/comp-draw.glsl @@ -24,7 +24,7 @@ uniform sampler2D tex_stroke; uniform sampler2D tex_mask; uniform mediump float alpha; uniform mediump float stroke_alpha; -uniform mediump int blend_mode; +uniform int blend_mode; uniform mediump vec2 resolution; uniform bool lock; uniform bool mask; @@ -32,7 +32,7 @@ uniform bool mask; uniform bool use_dual; uniform sampler2D tex_dual; uniform mediump float dual_alpha; -uniform mediump int dual_blend_mode; +uniform int dual_blend_mode; uniform bool use_pattern; uniform sampler2D tex_pattern; @@ -41,8 +41,8 @@ uniform mediump float pattern_bright; uniform mediump float pattern_contr; uniform mediump float pattern_depth; uniform mediump vec2 pattern_offset; -uniform mediump bool pattern_invert; -uniform mediump int patt_blend_mode; +uniform bool pattern_invert; +uniform int patt_blend_mode; in mediump vec2 uv; out mediump vec4 frag; diff --git a/data/shaders/stroke.glsl b/data/shaders/stroke.glsl index 95e785d..6e3192a 100644 --- a/data/shaders/stroke.glsl +++ b/data/shaders/stroke.glsl @@ -41,8 +41,8 @@ uniform mediump float pattern_bright; uniform mediump float pattern_contr; uniform mediump float pattern_depth; uniform mediump vec2 pattern_offset; -uniform mediump bool pattern_invert; -uniform mediump int patt_blend_mode; +uniform bool pattern_invert; +uniform int patt_blend_mode; in mediump vec2 uv; in mediump vec2 uv_2; diff --git a/src/shader.cpp b/src/shader.cpp index b9a8ec5..34f4917 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -147,6 +147,8 @@ bool Shader::reload() destroy(); return load(m_path); } + + return false; } bool Shader::create(const char* vertex, const char* fragment)