fix shaders on osx

This commit is contained in:
2019-02-22 03:18:37 +01:00
parent eab6e68534
commit b6cdc3193d
3 changed files with 8 additions and 6 deletions

View File

@@ -24,7 +24,7 @@ uniform sampler2D tex_stroke;
uniform sampler2D tex_mask; uniform sampler2D tex_mask;
uniform mediump float alpha; uniform mediump float alpha;
uniform mediump float stroke_alpha; uniform mediump float stroke_alpha;
uniform mediump int blend_mode; uniform int blend_mode;
uniform mediump vec2 resolution; uniform mediump vec2 resolution;
uniform bool lock; uniform bool lock;
uniform bool mask; uniform bool mask;
@@ -32,7 +32,7 @@ uniform bool mask;
uniform bool use_dual; uniform bool use_dual;
uniform sampler2D tex_dual; uniform sampler2D tex_dual;
uniform mediump float dual_alpha; uniform mediump float dual_alpha;
uniform mediump int dual_blend_mode; uniform int dual_blend_mode;
uniform bool use_pattern; uniform bool use_pattern;
uniform sampler2D tex_pattern; uniform sampler2D tex_pattern;
@@ -41,8 +41,8 @@ uniform mediump float pattern_bright;
uniform mediump float pattern_contr; uniform mediump float pattern_contr;
uniform mediump float pattern_depth; uniform mediump float pattern_depth;
uniform mediump vec2 pattern_offset; uniform mediump vec2 pattern_offset;
uniform mediump bool pattern_invert; uniform bool pattern_invert;
uniform mediump int patt_blend_mode; uniform int patt_blend_mode;
in mediump vec2 uv; in mediump vec2 uv;
out mediump vec4 frag; out mediump vec4 frag;

View File

@@ -41,8 +41,8 @@ uniform mediump float pattern_bright;
uniform mediump float pattern_contr; uniform mediump float pattern_contr;
uniform mediump float pattern_depth; uniform mediump float pattern_depth;
uniform mediump vec2 pattern_offset; uniform mediump vec2 pattern_offset;
uniform mediump bool pattern_invert; uniform bool pattern_invert;
uniform mediump int patt_blend_mode; uniform int patt_blend_mode;
in mediump vec2 uv; in mediump vec2 uv;
in mediump vec2 uv_2; in mediump vec2 uv_2;

View File

@@ -147,6 +147,8 @@ bool Shader::reload()
destroy(); destroy();
return load(m_path); return load(m_path);
} }
return false;
} }
bool Shader::create(const char* vertex, const char* fragment) bool Shader::create(const char* vertex, const char* fragment)