From 07ba81f06089c4770ba0e80e3448fe6fd5664cf7 Mon Sep 17 00:00:00 2001 From: Alex Szpakowski Date: Sun, 17 Mar 2013 18:11:41 -0300 Subject: [PATCH] Renamed all cases of "fragment shader" to "pixel shader" --- src/modules/graphics/opengl/Shader.cpp | 4 ++-- src/modules/graphics/opengl/Shader.h | 4 ++-- src/modules/graphics/opengl/wrap_Graphics.cpp | 4 ++-- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/src/modules/graphics/opengl/Shader.cpp b/src/modules/graphics/opengl/Shader.cpp index 7050d1f0f..4a9d37e6b 100644 --- a/src/modules/graphics/opengl/Shader.cpp +++ b/src/modules/graphics/opengl/Shader.cpp @@ -102,9 +102,9 @@ GLuint Shader::compileCode(ShaderType type, const std::string &code) glshadertype = GL_VERTEX_SHADER; shadertypename = "vertex"; break; - case TYPE_FRAGMENT: + case TYPE_PIXEL: glshadertype = GL_FRAGMENT_SHADER; - shadertypename = "fragment"; + shadertypename = "pixel"; break; default: throw love::Exception("Cannot create shader object: unknown shader type."); diff --git a/src/modules/graphics/opengl/Shader.h b/src/modules/graphics/opengl/Shader.h index 4143cb9c4..1bb2cc0e3 100644 --- a/src/modules/graphics/opengl/Shader.h +++ b/src/modules/graphics/opengl/Shader.h @@ -46,7 +46,7 @@ public: enum ShaderType { TYPE_VERTEX, - TYPE_FRAGMENT, + TYPE_PIXEL, TYPE_MAX_ENUM }; @@ -55,7 +55,7 @@ public: /** * Creates a new Shader using a list of source codes. - * Sources must contain either vertex or fragment shader code, or both. + * Sources must contain either vertex or pixel shader code, or both. **/ Shader(const ShaderSources &sources); diff --git a/src/modules/graphics/opengl/wrap_Graphics.cpp b/src/modules/graphics/opengl/wrap_Graphics.cpp index 008657a04..370ae924e 100644 --- a/src/modules/graphics/opengl/wrap_Graphics.cpp +++ b/src/modules/graphics/opengl/wrap_Graphics.cpp @@ -526,11 +526,11 @@ int w_newShader(lua_State *L) sources[Shader::TYPE_VERTEX] = vertcode; } - // fragment shader code + // pixel shader code if (lua_isstring(L, -1)) { std::string fragcode(luaL_checkstring(L, -1)); - sources[Shader::TYPE_FRAGMENT] = fragcode; + sources[Shader::TYPE_PIXEL] = fragcode; } if (sources.empty())