Review const char *
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@ -236,7 +236,7 @@ unsigned int whiteTexture;
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//----------------------------------------------------------------------------------
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#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
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static void LoadCompressedTexture(unsigned char *data, int width, int height, int mipmapCount, int compressedFormat);
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static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr); // Load custom shader strings and return program id
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static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr); // Load custom shader strings and return program id
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static Shader LoadDefaultShader(void); // Load default shader (just vertex positioning and texture coloring)
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static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
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@ -2403,7 +2403,7 @@ static void LoadCompressedTexture(unsigned char *data, int width, int height, in
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}
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// Load custom shader strings and return program id
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static unsigned int LoadShaderProgram(char *vShaderStr, char *fShaderStr)
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static unsigned int LoadShaderProgram(const char *vShaderStr, const char *fShaderStr)
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{
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unsigned int program = 0;
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@ -1,6 +1,6 @@
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// Vertex shader definition to embed, no external file required
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const static unsigned char vStandardShaderStr[] =
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static const char vStandardShaderStr[] =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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@ -37,7 +37,7 @@ const static unsigned char vStandardShaderStr[] =
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"} \n";
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// Fragment shader definition to embed, no external file required
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const static unsigned char fStandardShaderStr[] =
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static const char fStandardShaderStr[] =
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#if defined(GRAPHICS_API_OPENGL_21)
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"#version 120 \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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@ -163,4 +163,4 @@ const static unsigned char fStandardShaderStr[] =
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#elif defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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" gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); \n"
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#endif
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"} \n";
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"}\n";
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