137 } |
137 } |
138 |
138 |
139 void asc_shader_initialize_predefined(void) { |
139 void asc_shader_initialize_predefined(void) { |
140 ASC_SHADER_SPRITE.base = asc_shader_compile_link_discard("shader/sprite_vtx.glsl", "shader/sprite_frag.glsl"); |
140 ASC_SHADER_SPRITE.base = asc_shader_compile_link_discard("shader/sprite_vtx.glsl", "shader/sprite_frag.glsl"); |
141 ASC_SHADER_SPRITE.surface = glGetUniformLocation(ASC_SHADER_SPRITE.base.id, "surface"); |
141 ASC_SHADER_SPRITE.surface = glGetUniformLocation(ASC_SHADER_SPRITE.base.id, "surface"); |
|
142 ASC_SHADER_SPRITE.depth = glGetUniformLocation(ASC_SHADER_SPRITE.base.id, "depth"); |
142 } |
143 } |
143 |
144 |
144 void asc_shader_destroy_predefined(void) { |
145 void asc_shader_destroy_predefined(void) { |
145 asc_shader_program_destroy(ASC_SHADER_SPRITE.base); |
146 asc_shader_program_destroy(ASC_SHADER_SPRITE.base); |
146 } |
147 } |