Render pipeline working.
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@ -7,7 +7,7 @@
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#include "shader.h"
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void shaderCompile(shader_t *shader,
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void shaderInit(shader_t *shader,
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char *vertexShaderSource, char* fragmentShaderSource
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) {
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int isSuccess, maxLength;
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@ -27,7 +27,7 @@ void shaderCompile(shader_t *shader,
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glGetShaderInfoLog(shaderVertex, maxLength, &maxLength, error);
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printf("Failed to compile vertex shader %s\n", error);
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free(error);
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return NULL;
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return;
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}
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// Now load the Frag shader
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@ -42,7 +42,7 @@ void shaderCompile(shader_t *shader,
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printf("Failed to compile fragment shader %s\n", error);
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free(error);
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glDeleteShader(shaderVertex);
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return NULL;
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return;
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}
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// Now create the shader program.
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@ -61,7 +61,7 @@ void shaderCompile(shader_t *shader,
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free(error);
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glDeleteShader(shaderVertex);
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glDeleteShader(shaderFragment);
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return NULL;
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return;
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}
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// Everything is okay, let's create the encapsulated shader.
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@ -79,9 +79,6 @@ void shaderCompile(shader_t *shader,
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// Reset position
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shaderUsePosition(shader, 0, 0, 0, 0, 0, 0);
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// Fetch the uniforms.
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return shader;
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}
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void shaderDispose(shader_t *shader) {
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