Use internal texture name when setting texture uniform location in OpenGL renderer

This commit is contained in:
clayjohn 2022-12-05 18:01:24 -08:00
parent f3e6750a7e
commit ac6b25f33e

View file

@ -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);
}