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TextureTools: use threaded shader compilation also here.

pull/68/head
Vladimír Vondruš 12 years ago
parent
commit
824fc4974a
  1. 12
      src/Magnum/TextureTools/DistanceField.cpp

12
src/Magnum/TextureTools/DistanceField.cpp

@ -85,17 +85,17 @@ DistanceFieldShader::DistanceFieldShader(): radiusUniform(0), scalingUniform(1)
#endif
Shader vert(v, Shader::Type::Vertex);
Shader frag(v, Shader::Type::Fragment);
vert.addSource(rs.get("compatibility.glsl"))
.addSource(rs.get("FullScreenTriangle.glsl"))
.addSource(rs.get("DistanceFieldShader.vert"));
CORRADE_INTERNAL_ASSERT_OUTPUT(vert.compile());
attachShader(vert);
Shader frag(v, Shader::Type::Fragment);
frag.addSource(rs.get("compatibility.glsl"))
.addSource(rs.get("DistanceFieldShader.frag"));
CORRADE_INTERNAL_ASSERT_OUTPUT(frag.compile());
attachShader(frag);
CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag}));
attachShaders({vert, frag});
/* Older GLSL doesn't have gl_VertexID, vertices must be supplied explicitly */
#ifndef MAGNUM_TARGET_GLES

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