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authorJohannes Schickel2015-12-21 05:47:29 +0100
committerJohannes Schickel2016-03-16 20:29:25 +0100
commitfc52f730506422ac99e44cd74f229e6a0c5c2121 (patch)
tree02dc620cf8924ae9d691b38e51250c0ce3a83134 /backends/graphics/opengl/shader.cpp
parentc7c870bf7f269229d069d47c22b61c237737cdae (diff)
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OPENGL: Slightly cleanup programmable pipeline handling.
Diffstat (limited to 'backends/graphics/opengl/shader.cpp')
-rw-r--r--backends/graphics/opengl/shader.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/backends/graphics/opengl/shader.cpp b/backends/graphics/opengl/shader.cpp
index d7fc20574b..7fdebed493 100644
--- a/backends/graphics/opengl/shader.cpp
+++ b/backends/graphics/opengl/shader.cpp
@@ -167,10 +167,10 @@ void ShaderARB::activate(const GLfloat *projectionMatrix) {
GL_CALL(glUseProgramObjectARB(_program));
// Set projection matrix.
- GL_CALL(glUniformMatrix4fvARB(_projectionLocation, 1, GL_FALSE, projectionMatrix));
+ GL_CALL(glUniformMatrix4fv(_projectionLocation, 1, GL_FALSE, projectionMatrix));
// We always use texture unit 0.
- GL_CALL(glUniform1iARB(_textureLocation, 0));
+ GL_CALL(glUniform1i(_textureLocation, 0));
}
GLhandleARB ShaderARB::compileShader(const char *source, GLenum shaderType) {