diff --git a/src/gl/renderer/gl_renderstate.cpp b/src/gl/renderer/gl_renderstate.cpp index 887de5276..67c9c21fa 100644 --- a/src/gl/renderer/gl_renderstate.cpp +++ b/src/gl/renderer/gl_renderstate.cpp @@ -143,12 +143,6 @@ bool FRenderState::ApplyShader() } } - if (!activeShader) - { - assert(0); // We should not be getting to this point! - return false; - } - glVertexAttrib4fv(VATTR_COLOR, mColor.vec); glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec); //activeShader->muObjectColor2.Set(mObjectColor2); @@ -373,8 +367,7 @@ void FRenderState::ApplyLightIndex(int index) { index = GLRenderer->mLights->BindUBO(index); } - if (activeShader) - activeShader->muLightIndex.Set(index); + activeShader->muLightIndex.Set(index); } } diff --git a/src/gl/shaders/gl_shader.cpp b/src/gl/shaders/gl_shader.cpp index 6c9ee416d..41b6c18a1 100644 --- a/src/gl/shaders/gl_shader.cpp +++ b/src/gl/shaders/gl_shader.cpp @@ -682,7 +682,6 @@ void gl_ParseHardwareShader(FScanner &sc, int deflump) PostProcessShader shaderdesc; shaderdesc.Target = sc.String; - shaderdesc.Target.ToLower(); bool validTarget = false; if (sc.Compare("beforebloom")) validTarget = true;