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authorTomasz Kramkowski <tk@the-tk.com>2018-03-28 00:17:30 +0100
committerTomasz Kramkowski <tk@the-tk.com>2018-03-28 00:18:53 +0100
commit768feb8bf10807142ff1f21d29f7492509362a18 (patch)
tree5adad2a4791c5c100c934e01d70c089d0b6002ed /gltest.c
parentf68b69f5d2e99143d371c6e50ca28f0d5ff739c5 (diff)
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Move to using bie for assets
Shaders are now stored in a bie flat archive and indexed via assets.c and assets.h.
Diffstat (limited to 'gltest.c')
-rw-r--r--gltest.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/gltest.c b/gltest.c
index 5b1d4fc..335b4af 100644
--- a/gltest.c
+++ b/gltest.c
@@ -5,12 +5,12 @@
#include <GLFW/glfw3.h>
#include <stdbool.h>
+#include "assets.h"
#include "eprintf.h"
#include "gldefs.h"
#include "glprog.h"
#include "linmath.h"
#include "loadgl.h"
-#include "shaders.h"
#include "nelem.h"
enum {
@@ -90,8 +90,8 @@ int main(int argc, char **argv)
gl_va_enable(2);
prog = glprog_load(2, (struct shdrdat []){
- { GL_VERTEX_SHADER, shader_vert_data, shader_vert_size },
- { GL_FRAGMENT_SHADER, shader_frag_data, shader_frag_size },
+ { GL_VERTEX_SHADER, vert_glsl.data, vert_glsl.size },
+ { GL_FRAGMENT_SHADER, frag_glsl.data, frag_glsl.size },
},
1, &(struct unidat){ "ucolor", &ucolor });