Fix compiling with latest wut

This commit is contained in:
Maschell 2022-01-09 13:38:00 +01:00
parent f3a3492fcd
commit c905f4e361
3 changed files with 8 additions and 8 deletions

View File

@ -40,11 +40,11 @@ public:
void loadImage(const uint8_t *img, int32_t imgSize, GX2TexClampMode textureClamp = GX2_TEX_CLAMP_MODE_CLAMP, GX2SurfaceFormat textureFormat = GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8);
//! getter functions
const GX2Texture *getTexture() const {
virtual const GX2Texture *getTexture() const {
return texture;
};
const GX2Sampler *getSampler() const {
virtual const GX2Sampler *getSampler() const {
return sampler;
};

View File

@ -216,13 +216,13 @@ Shader3D::Shader3D()
projectionMatrixLocation = 16;
viewMatrixLocation = 32;
vertexShader.addUniformVar((GX2UniformVar) {
"modelMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, modelMatrixLocation, -1
"modelMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, modelMatrixLocation, -1
});
vertexShader.addUniformVar((GX2UniformVar) {
"viewMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, projectionMatrixLocation, -1
"viewMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, projectionMatrixLocation, -1
});
vertexShader.addUniformVar((GX2UniformVar) {
"projectionMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, viewMatrixLocation, -1
"projectionMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, viewMatrixLocation, -1
});
positionLocation = 0;

View File

@ -308,13 +308,13 @@ ShaderFractalColor::ShaderFractalColor()
projectionMatrixLocation = 16;
viewMatrixLocation = 32;
vertexShader.addUniformVar((GX2UniformVar) {
"modelMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, modelMatrixLocation, -1
"modelMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, modelMatrixLocation, -1
});
vertexShader.addUniformVar((GX2UniformVar) {
"projectionMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, projectionMatrixLocation, -1
"projectionMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, projectionMatrixLocation, -1
});
vertexShader.addUniformVar((GX2UniformVar) {
"viewMatrix", GX2_SHADER_VAR_TYPE_MATRIX4X4, 1, viewMatrixLocation, -1
"viewMatrix", GX2_SHADER_VAR_TYPE_FLOAT4X4, 1, viewMatrixLocation, -1
});
positionLocation = 0;