mesa: fix logic error in GLSL linker when looking for main() shaders

This commit is contained in:
Brian Paul 2008-11-10 10:45:50 -07:00
parent 80c8017a64
commit 242c0cb543

View file

@ -465,12 +465,17 @@ _slang_link(GLcontext *ctx,
fragProg = NULL;
for (i = 0; i < shProg->NumShaders; i++) {
struct gl_shader *shader = shProg->Shaders[i];
if (shader->Type == GL_VERTEX_SHADER && shader->Main)
vertProg = vertex_program(shader->Program);
else if (shader->Type == GL_FRAGMENT_SHADER && shader->Main)
fragProg = fragment_program(shader->Program);
else
if (shader->Type == GL_VERTEX_SHADER) {
if (shader->Main)
vertProg = vertex_program(shader->Program);
}
else if (shader->Type == GL_FRAGMENT_SHADER) {
if (shader->Main)
fragProg = fragment_program(shader->Program);
}
else {
_mesa_problem(ctx, "unexpected shader target in slang_link()");
}
}
#if FEATURE_es2_glsl