GL: Bind the textures to the shaders used for drawing.
This commit is contained in:
parent
65faeb9b2a
commit
cb3183212d
@ -524,10 +524,10 @@ void main() {
|
|||||||
in vec2 frag_tex_coord;
|
in vec2 frag_tex_coord;
|
||||||
out vec4 color;
|
out vec4 color;
|
||||||
|
|
||||||
uniform sampler2D color_texture;
|
uniform sampler2D tex[32];
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
color = vec4(1.0, 0.0, 1.0, 0.0);
|
color = texture(tex[0], frag_tex_coord);
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
|
|
||||||
@ -548,6 +548,15 @@ void main() {
|
|||||||
state.draw.shader_program = test_shader.shader.handle;
|
state.draw.shader_program = test_shader.shader.handle;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
|
for (u32 texture = 0; texture < texture_samplers.size(); ++texture) {
|
||||||
|
// Set the texture samplers to correspond to different texture units
|
||||||
|
std::string uniform_name = "tex[" + std::to_string(texture) + "]";
|
||||||
|
GLint uniform_tex = glGetUniformLocation(test_shader.shader.handle, uniform_name.c_str());
|
||||||
|
if (uniform_tex != -1) {
|
||||||
|
glUniform1i(uniform_tex, TextureUnits::MaxwellTexture(texture).id);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (has_ARB_separate_shader_objects) {
|
if (has_ARB_separate_shader_objects) {
|
||||||
state.draw.shader_program = 0;
|
state.draw.shader_program = 0;
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
Loading…
Reference in New Issue
Block a user