Getting rid of useless code for cg shaders.

This commit is contained in:
Rinnegatamante
2020-09-26 21:16:58 +02:00
parent 8e214158a2
commit 4f40e32117
-15
View File
@@ -209,14 +209,6 @@ Shader::create(const char **vsrc, const char **fsrc)
printf("\n");
#endif
// set uniform block binding
for(i = 0; i < uniformRegistry.numBlocks; i++){
int idx = glGetUniformBlockIndex(program,
uniformRegistry.blockNames[i]);
if(idx >= 0)
glUniformBlockBinding(program, idx, i);
}
// query uniform locations
sh->program = program;
sh->uniformLocations = rwNewT(GLint, uniformRegistry.numUniforms, MEMDUR_EVENT | ID_DRIVER);
@@ -226,13 +218,6 @@ Shader::create(const char **vsrc, const char **fsrc)
// set samplers
glUseProgram(program);
char name[64];
GLint loc;
for(i = 0; i < 4; i++){
sprintf(name, "tex%d", i);
loc = glGetUniformLocation(program, name);
glUniform1i(loc, i);
}
// reset program
if(currentShader)