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Added missing statement with sfShader_createFromX
We can now call sfShader_createFromFile/Memory/Stream with only a geometry file/memory/stream.
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1402537900
commit
0c79d19b48
1 file changed
+32
-8
@@ -60,8 +60,16 @@ sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char*
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}
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}
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else
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else
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{
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{
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// vertex + geometry + fragment shaders
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if (!vertexShaderFilename && !fragmentShaderFilename)
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success = shader->This.loadFromFile(vertexShaderFilename, geometryShaderFilename, fragmentShaderFilename);
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{
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// geometry shader only
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success = shader->This.loadFromFile(geometryShaderFilename, sf::Shader::Geometry);
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}
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else
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{
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// vertex + geometry + fragment shaders
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success = shader->This.loadFromFile(vertexShaderFilename, geometryShaderFilename, fragmentShaderFilename);
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}
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}
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}
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}
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}
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@@ -102,8 +110,16 @@ sfShader* sfShader_createFromMemory(const char* vertexShader, const char* geomet
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}
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}
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else
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else
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{
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{
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// vertex + geometry + fragment shaders
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if (!vertexShader && !fragmentShader)
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success = shader->This.loadFromMemory(vertexShader, geometryShader, fragmentShader);
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{
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// geometry shader only
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success = shader->This.loadFromMemory(geometryShader, sf::Shader::Geometry);
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}
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else
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{
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// vertex + geometry + fragment shaders
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success = shader->This.loadFromMemory(vertexShader, geometryShader, fragmentShader);
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}
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}
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}
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}
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}
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@@ -148,11 +164,19 @@ sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputSt
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}
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}
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else
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else
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{
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{
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// vertex + geometry + fragment shaders
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CallbackStream vertexStream(vertexShaderStream);
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CallbackStream geometryStream(geometryShaderStream);
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CallbackStream geometryStream(geometryShaderStream);
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CallbackStream fragmentStream(fragmentShaderStream);
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if (!vertexShaderStream && !fragmentShaderStream)
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success = shader->This.loadFromStream(vertexStream, geometryStream, fragmentStream);
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{
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// geometry shader only
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success = shader->This.loadFromStream(geometryStream, sf::Shader::Geometry);
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}
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else
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{
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// vertex + geometry + fragment shaders
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CallbackStream vertexStream(vertexShaderStream);
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CallbackStream fragmentStream(fragmentShaderStream);
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success = shader->This.loadFromStream(vertexStream, geometryStream, fragmentStream);
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}
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}
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}
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}
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}
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