*/
int use_source_files = 0;
- if( shader->compiled )
- {
- if( shader->vs.orig_file && shader->fs.orig_file )
- {
+ if( shader->compiled ){
+ if( shader->vs.orig_file && shader->fs.orig_file ){
use_source_files = 1;
}
- else
- {
+ else {
vg_warn( "No source files for shader '%s'\n", shader->name );
return 1;
}
vg_info( "Compile shader '%s'\n", shader->name );
- if( use_source_files )
- {
+ if( use_source_files ){
char error[260];
char path[260];
strcat( path, shader->fs.orig_file );
char *fragment_src = stb_include_file( path, "", "../../shaders", error );
- if( !vertex_src || !fragment_src )
- {
- vg_error( "Could not find shader source files (%s)\n",
- shader->vs.orig_file );
-
- free( vertex_src );
- free( fragment_src );
- return 0;
+ if( !vertex_src || !fragment_src ){
+ const char *errstr = "Could not find shader source files (%s)\n";
+ if( shader->compiled ){
+ vg_warn( errstr, shader->vs.orig_file );
+ free( vertex_src );
+ free( fragment_src );
+ return 1;
+ }
+ else{
+ vg_error( errstr, shader->vs.orig_file );
+ free( vertex_src );
+ free( fragment_src );
+ return 0;
+ }
}
vert = vg_shader_subshader( vertex_src, GL_VERTEX_SHADER );
free( vertex_src );
free( fragment_src );
}
- else
- {
+ else{
vert = vg_shader_subshader( shader->vs.static_src, GL_VERTEX_SHADER );
frag = vg_shader_subshader( shader->fs.static_src, GL_FRAGMENT_SHADER );
}
{
vg_info( "Compiling shaders\n" );
- for( int i=0; i<vg_shaders.count; i ++ )
- {
+ for( int i=0; i<vg_shaders.count; i ++ ){
vg_shader *shader = vg_shaders.shaders[i];
if( !vg_shader_compile( shader ) )