rlLoadShaderCode - set ShaderId variables to RLGL.State.default[VF]ShaderId if repesctive Code is NULL (#2281)
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1 changed files with 10 additions and 2 deletions
12
src/rlgl.h
12
src/rlgl.h
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@ -3544,8 +3544,16 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
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unsigned int vertexShaderId = 0;
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unsigned int vertexShaderId = 0;
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unsigned int fragmentShaderId = 0;
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unsigned int fragmentShaderId = 0;
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if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
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if (vsCode != NULL) {
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if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
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vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
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} else {
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vertexShaderId = RLGL.State.defaultVShaderId;
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}
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if (fsCode != NULL) {
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fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
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} else {
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fragmentShaderId = RLGL.State.defaultFShaderId;
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}
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// Load shader program if provided vertex/fragment shaders compile successfully
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// Load shader program if provided vertex/fragment shaders compile successfully
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if ((vertexShaderId != 0) && (fragmentShaderId != 0)) id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
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if ((vertexShaderId != 0) && (fragmentShaderId != 0)) id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
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