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Fix usage of reserved GLSL keyword in test.

pull/54/head
Vladimír Vondruš 12 years ago
parent
commit
35bd25201f
  1. 4
      src/Magnum/Test/MeshGLTest.cpp

4
src/Magnum/Test/MeshGLTest.cpp

@ -328,8 +328,8 @@ FloatShader::FloatShader(const std::string& type, const std::string& conversion)
"void main() { gl_FragColor = " + conversion + "; }\n");
#else
frag.addSource("in mediump " + type + " valueInterpolated;\n"
"out mediump vec4 output;\n"
"void main() { output = " + conversion + "; }\n");
"out mediump vec4 result;\n"
"void main() { result = " + conversion + "; }\n");
#endif
CORRADE_INTERNAL_ASSERT_OUTPUT(frag.compile());
attachShader(frag);

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