diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2015-03-20 17:26:13 +0300 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2015-03-20 17:26:13 +0300 |
commit | 07b2508305d58d0c772464f9a174fca2b96036c2 (patch) | |
tree | e224074efb61874b31e9b67f57b7cbdc0544c58f /source/blender/gpu/GPU_extensions.h | |
parent | 3d6642db835a9e35ea15cf9f856ce047447690ca (diff) |
Fix high quality depth of field on the Mac.
Quite a few things wrong here:
* Mac did not support EXT_draw_instanced, only ARB_draw_instanced
* Draw instanced did not work unless data came from vertex buffer, which
is second time we see weird things with vertex arrays in mac
* There were a few stupid mistakes by me as well, such as binding to
uniform locations for the wrong shaders (it's a wonder it ever worked
:p)
Diffstat (limited to 'source/blender/gpu/GPU_extensions.h')
-rw-r--r-- | source/blender/gpu/GPU_extensions.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h index aed1a88938a..401711e84e5 100644 --- a/source/blender/gpu/GPU_extensions.h +++ b/source/blender/gpu/GPU_extensions.h @@ -184,7 +184,7 @@ int GPU_offscreen_height(const GPUOffScreen *ofs); * - only for fragment shaders now * - must call texture bind before setting a texture as uniform! */ -GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines); +GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines, int input, int output, int number); void GPU_shader_free(GPUShader *shader); void GPU_shader_bind(GPUShader *shader); |