diff --git a/include/gui/GuiImageData.h b/include/gui/GuiImageData.h index c0bdfe8..4317ce2 100644 --- a/include/gui/GuiImageData.h +++ b/include/gui/GuiImageData.h @@ -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; }; diff --git a/source/video/shaders/Shader3D.cpp b/source/video/shaders/Shader3D.cpp index cc789e9..8b77cdc 100644 --- a/source/video/shaders/Shader3D.cpp +++ b/source/video/shaders/Shader3D.cpp @@ -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; diff --git a/source/video/shaders/ShaderFractalColor.cpp b/source/video/shaders/ShaderFractalColor.cpp index fea23e7..0a4d3ce 100644 --- a/source/video/shaders/ShaderFractalColor.cpp +++ b/source/video/shaders/ShaderFractalColor.cpp @@ -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;