From 581ebd80615f3eb6af499508805c767bdd75e8c7 Mon Sep 17 00:00:00 2001 From: rich_b <56879808+rbarkmore@users.noreply.github.com> Date: Wed, 24 Jun 2020 15:43:22 -0400 Subject: [PATCH] Changed to reflect moving and renaming the *.fs and *.vs shader files. --- src/7.in_practice/3.2d_game/game.cpp | 6 +++--- src/7.in_practice/3.2d_game/text_renderer.cpp | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/src/7.in_practice/3.2d_game/game.cpp b/src/7.in_practice/3.2d_game/game.cpp index 8e5e385..c68fa79 100644 --- a/src/7.in_practice/3.2d_game/game.cpp +++ b/src/7.in_practice/3.2d_game/game.cpp @@ -54,9 +54,9 @@ Game::~Game() void Game::Init() { // load shaders - ResourceManager::LoadShader("shaders/sprite.vs", "shaders/sprite.frag", nullptr, "sprite"); - ResourceManager::LoadShader("shaders/particle.vs", "shaders/particle.frag", nullptr, "particle"); - ResourceManager::LoadShader("shaders/post_processing.vs", "shaders/post_processing.frag", nullptr, "postprocessing"); + ResourceManager::LoadShader("sprite.vs", "sprite.fs", nullptr, "sprite"); + ResourceManager::LoadShader("particle.vs", "particle.fs", nullptr, "particle"); + ResourceManager::LoadShader("post_processing.vs", "post_processing.fs", nullptr, "postprocessing"); // configure shaders glm::mat4 projection = glm::ortho(0.0f, static_cast(this->Width), static_cast(this->Height), 0.0f, -1.0f, 1.0f); ResourceManager::GetShader("sprite").Use().SetInteger("sprite", 0); diff --git a/src/7.in_practice/3.2d_game/text_renderer.cpp b/src/7.in_practice/3.2d_game/text_renderer.cpp index d9c2e0a..05748bf 100644 --- a/src/7.in_practice/3.2d_game/text_renderer.cpp +++ b/src/7.in_practice/3.2d_game/text_renderer.cpp @@ -19,7 +19,7 @@ TextRenderer::TextRenderer(unsigned int width, unsigned int height) { // load and configure shader - this->TextShader = ResourceManager::LoadShader("shaders/text.vs", "shaders/text.frag", nullptr, "text"); + this->TextShader = ResourceManager::LoadShader("text_2d.vs", "text_2d.fs", nullptr, "text"); this->TextShader.SetMatrix4("projection", glm::ortho(0.0f, static_cast(width), static_cast(height), 0.0f), true); this->TextShader.SetInteger("text", 0); // configure VAO/VBO for texture quads