diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 58 |
2 files changed, 30 insertions, 30 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 4759a2b0d0..f19b4a0ce2 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1555,7 +1555,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const { p_shader->uniforms.clear(); - if (p_shader->code == String()) { + if (p_shader->code.is_empty()) { return; //just invalid, but no error } diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index 7d93d50ceb..2f26acf628 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -791,10 +791,10 @@ void ShaderGLES3::use_material(void *p_material) { Transform2D tr = V->get(); GLfloat matrix[4] = { /* build a 16x16 matrix */ - tr.elements[0][0], - tr.elements[0][1], - tr.elements[1][0], - tr.elements[1][1], + (GLfloat)tr.elements[0][0], + (GLfloat)tr.elements[0][1], + (GLfloat)tr.elements[1][0], + (GLfloat)tr.elements[1][1], }; glUniformMatrix2fv(location, 1, GL_FALSE, matrix); @@ -804,15 +804,15 @@ void ShaderGLES3::use_material(void *p_material) { Basis val = V->get(); GLfloat mat[9] = { - val.elements[0][0], - val.elements[1][0], - val.elements[2][0], - val.elements[0][1], - val.elements[1][1], - val.elements[2][1], - val.elements[0][2], - val.elements[1][2], - val.elements[2][2], + (GLfloat)val.elements[0][0], + (GLfloat)val.elements[1][0], + (GLfloat)val.elements[2][0], + (GLfloat)val.elements[0][1], + (GLfloat)val.elements[1][1], + (GLfloat)val.elements[2][1], + (GLfloat)val.elements[0][2], + (GLfloat)val.elements[1][2], + (GLfloat)val.elements[2][2], }; glUniformMatrix3fv(location, 1, GL_FALSE, mat); @@ -822,22 +822,22 @@ void ShaderGLES3::use_material(void *p_material) { case ShaderLanguage::TYPE_MAT4: { Transform2D tr = V->get(); GLfloat matrix[16] = { /* build a 16x16 matrix */ - tr.elements[0][0], - tr.elements[0][1], - 0, - 0, - tr.elements[1][0], - tr.elements[1][1], - 0, - 0, - 0, - 0, - 1, - 0, - tr.elements[2][0], - tr.elements[2][1], - 0, - 1 + (GLfloat)tr.elements[0][0], + (GLfloat)tr.elements[0][1], + (GLfloat)0, + (GLfloat)0, + (GLfloat)tr.elements[1][0], + (GLfloat)tr.elements[1][1], + (GLfloat)0, + (GLfloat)0, + (GLfloat)0, + (GLfloat)0, + (GLfloat)1, + (GLfloat)0, + (GLfloat)tr.elements[2][0], + (GLfloat)tr.elements[2][1], + (GLfloat)0, + (GLfloat)1 }; glUniformMatrix4fv(location, 1, GL_FALSE, matrix); |