ARB_fragment_program is not the correct ext: we need ARB_fragment_shader instead. I didn't notice as I don't have any hardware which does not support frag shaders.

This commit is contained in:
Colby Klein
2011-07-18 11:33:44 -07:00
parent a612d6eb93
commit 09ec4bee64
+3 -5
View File
@@ -340,7 +340,7 @@ GLhandleARB CompileShader( GLenum ShaderType, RString sFile, vector<RString> asD
GLhandleARB LoadShader( GLenum ShaderType, RString sFile, vector<RString> asDefines )
{
// Don't do anything here if not the hardware/driver can't do it!
if (!GLEW_ARB_fragment_program && GLEW_ARB_shading_language_100 && ShaderType == GL_FRAGMENT_SHADER_ARB)
if (!GLEW_ARB_fragment_shader && ShaderType == GL_FRAGMENT_SHADER_ARB)
return 0;
if (!GLEW_ARB_vertex_shader && ShaderType == GL_VERTEX_SHADER_ARB)
return 0;
@@ -1662,7 +1662,7 @@ void RageDisplay_Legacy::SetTextureFiltering( TextureUnit tu, bool b )
void RageDisplay_Legacy::SetEffectMode( EffectMode effect )
{
if (!GLEW_ARB_fragment_program && !GLEW_ARB_shading_language_100)
if (!GLEW_ARB_fragment_shader)
return;
GLhandleARB hShader = 0;
@@ -2648,11 +2648,9 @@ void RageDisplay_Legacy::SetSphereEnvironmentMapping(TextureUnit tu, bool b)
}
}
GLint iCelTexture1, iCelTexture2 = 0;
void RageDisplay_Legacy::SetCelShaded( int stage )
{
if (!GLEW_ARB_fragment_program && !GL_ARB_shading_language_100)
if (!GLEW_ARB_fragment_shader)
return; // not supported
switch (stage)