Use internal texture name when setting texture uniform location in OpenGL renderer
This commit is contained in:
parent
f3e6750a7e
commit
ac6b25f33e
1 changed files with 6 additions and 1 deletions
|
@ -36,6 +36,11 @@
|
|||
#include "core/io/dir_access.h"
|
||||
#include "core/io/file_access.h"
|
||||
|
||||
static String _mkid(const String &p_id) {
|
||||
String id = "m_" + p_id.replace("__", "_dus_");
|
||||
return id.replace("__", "_dus_"); //doubleunderscore is reserved in glsl
|
||||
}
|
||||
|
||||
void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) {
|
||||
Vector<String> lines = String(p_code).split("\n");
|
||||
|
||||
|
@ -425,7 +430,7 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
|
|||
}
|
||||
// textures
|
||||
for (int i = 0; i < p_version->texture_uniforms.size(); i++) {
|
||||
String native_uniform_name = p_version->texture_uniforms[i];
|
||||
String native_uniform_name = _mkid(p_version->texture_uniforms[i]);
|
||||
GLint location = glGetUniformLocation(spec.id, (native_uniform_name).ascii().get_data());
|
||||
glUniform1i(location, i + base_texture_index);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue