gl_rasterizer: fix glGetUniformLocation type
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		| @@ -1183,7 +1183,7 @@ void RasterizerOpenGL::SetShader() { | ||||
|         state.Apply(); | ||||
|  | ||||
|         // Set the texture samplers to correspond to different texture units | ||||
|         GLuint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); | ||||
|         GLint uniform_tex = glGetUniformLocation(shader->shader.handle, "tex[0]"); | ||||
|         if (uniform_tex != -1) { | ||||
|             glUniform1i(uniform_tex, TextureUnits::PicaTexture(0).id); | ||||
|         } | ||||
| @@ -1197,40 +1197,40 @@ void RasterizerOpenGL::SetShader() { | ||||
|         } | ||||
|  | ||||
|         // Set the texture samplers to correspond to different lookup table texture units | ||||
|         GLuint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut"); | ||||
|         GLint uniform_lut = glGetUniformLocation(shader->shader.handle, "lighting_lut"); | ||||
|         if (uniform_lut != -1) { | ||||
|             glUniform1i(uniform_lut, TextureUnits::LightingLUT.id); | ||||
|         } | ||||
|  | ||||
|         GLuint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); | ||||
|         GLint uniform_fog_lut = glGetUniformLocation(shader->shader.handle, "fog_lut"); | ||||
|         if (uniform_fog_lut != -1) { | ||||
|             glUniform1i(uniform_fog_lut, TextureUnits::FogLUT.id); | ||||
|         } | ||||
|  | ||||
|         GLuint uniform_proctex_noise_lut = | ||||
|         GLint uniform_proctex_noise_lut = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_noise_lut"); | ||||
|         if (uniform_proctex_noise_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_noise_lut, TextureUnits::ProcTexNoiseLUT.id); | ||||
|         } | ||||
|  | ||||
|         GLuint uniform_proctex_color_map = | ||||
|         GLint uniform_proctex_color_map = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_color_map"); | ||||
|         if (uniform_proctex_color_map != -1) { | ||||
|             glUniform1i(uniform_proctex_color_map, TextureUnits::ProcTexColorMap.id); | ||||
|         } | ||||
|  | ||||
|         GLuint uniform_proctex_alpha_map = | ||||
|         GLint uniform_proctex_alpha_map = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_alpha_map"); | ||||
|         if (uniform_proctex_alpha_map != -1) { | ||||
|             glUniform1i(uniform_proctex_alpha_map, TextureUnits::ProcTexAlphaMap.id); | ||||
|         } | ||||
|  | ||||
|         GLuint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); | ||||
|         GLint uniform_proctex_lut = glGetUniformLocation(shader->shader.handle, "proctex_lut"); | ||||
|         if (uniform_proctex_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_lut, TextureUnits::ProcTexLUT.id); | ||||
|         } | ||||
|  | ||||
|         GLuint uniform_proctex_diff_lut = | ||||
|         GLint uniform_proctex_diff_lut = | ||||
|             glGetUniformLocation(shader->shader.handle, "proctex_diff_lut"); | ||||
|         if (uniform_proctex_diff_lut != -1) { | ||||
|             glUniform1i(uniform_proctex_diff_lut, TextureUnits::ProcTexDiffLUT.id); | ||||
|   | ||||
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