shader.cpp: don't test twice if shader programs are present
Also use string::empty method, it is better than comparing with empty strings.master
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baa7c8f8ad
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4e3fe460e3
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@ -767,22 +767,22 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
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if (g_settings->getBool("tone_mapping"))
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if (g_settings->getBool("tone_mapping"))
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shaders_header += "#define ENABLE_TONE_MAPPING\n";
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shaders_header += "#define ENABLE_TONE_MAPPING\n";
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if(pixel_program != "")
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pixel_program = shaders_header + pixel_program;
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if(vertex_program != "")
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vertex_program = shaders_header + vertex_program;
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if(geometry_program != "")
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geometry_program = shaders_header + geometry_program;
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// Call addHighLevelShaderMaterial() or addShaderMaterial()
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// Call addHighLevelShaderMaterial() or addShaderMaterial()
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const c8* vertex_program_ptr = 0;
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const c8* vertex_program_ptr = 0;
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const c8* pixel_program_ptr = 0;
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const c8* pixel_program_ptr = 0;
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const c8* geometry_program_ptr = 0;
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const c8* geometry_program_ptr = 0;
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if(vertex_program != "")
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if (!vertex_program.empty()) {
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pixel_program = shaders_header + pixel_program;
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vertex_program_ptr = vertex_program.c_str();
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vertex_program_ptr = vertex_program.c_str();
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if(pixel_program != "")
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}
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if (!pixel_program.empty()) {
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vertex_program = shaders_header + vertex_program;
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pixel_program_ptr = pixel_program.c_str();
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pixel_program_ptr = pixel_program.c_str();
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if(geometry_program != "")
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}
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if (!geometry_program.empty()) {
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geometry_program = shaders_header + geometry_program;
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geometry_program_ptr = geometry_program.c_str();
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geometry_program_ptr = geometry_program.c_str();
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}
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s32 shadermat = -1;
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s32 shadermat = -1;
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if(is_highlevel){
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if(is_highlevel){
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infostream<<"Compiling high level shaders for "<<name<<std::endl;
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infostream<<"Compiling high level shaders for "<<name<<std::endl;
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