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authorreduz <reduzio@gmail.com>2021-04-13 17:01:43 -0300
committerreduz <reduzio@gmail.com>2021-04-14 11:37:52 -0300
commitd3b49c416ab0f2009bb41a035f8171726f892cce (patch)
tree12b9832f1840a72c886680cadd55a7b6bcf74cd3 /tests/test_shader_lang.cpp
parent8ce0fb0a946455ed6a7bc8a54fcf90a9d5a9ae4d (diff)
Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
Diffstat (limited to 'tests/test_shader_lang.cpp')
-rw-r--r--tests/test_shader_lang.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/tests/test_shader_lang.cpp b/tests/test_shader_lang.cpp
index a023f35506..2169350c02 100644
--- a/tests/test_shader_lang.cpp
+++ b/tests/test_shader_lang.cpp
@@ -344,7 +344,7 @@ MainLoop *test() {
Set<String> types;
types.insert("spatial");
- Error err = sl.compile(code, dt, rm, types, nullptr);
+ Error err = sl.compile(code, dt, rm, ShaderLanguage::VaryingFunctionNames(), types, nullptr);
if (err) {
print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());