- specify fragment output locations in the shader source.

OpenGL has been supporting this since version 3.3 and Vulkan requires it so it's the way to go.
This commit is contained in:
Christoph Oelckers 2018-06-12 23:52:33 +02:00
commit ad7aaa8f2a
38 changed files with 28 additions and 65 deletions

View file

@ -20,7 +20,6 @@ public:
void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
void SetFragDataLocation(int index, const char *name);
void Link(const char *name);
void SetAttribLocation(int index, const char *name);
void SetUniformBufferLocation(int index, const char *name);