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Changed vertex shader callback function name from 'transform' to 'position', added more vertex shader defines (some to make it easier to eventually have a GLES2 backend), hopefully updated Visual Studio project with changed filenames
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@@ -127,10 +127,10 @@ GLuint ShaderEffect::createShader(const ShaderSource &source)
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{
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GLenum err = glGetError();
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if (err == GL_INVALID_OPERATION) // should only happen between glBegin() and glEnd()
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throw love::Exception("Cannot create %s shader object.", shadertypename);
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else if (err == GL_INVALID_ENUM) // invalid or unsupported shader type
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if (err == GL_INVALID_ENUM) // invalid or unsupported shader type
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throw love::Exception("Cannot create %s shader object: %s shaders not supported.", shadertypename, shadertypename);
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else // other errors should only happen between glBegin() and glEnd()
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throw love::Exception("Cannot create %s shader object.", shadertypename);
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}
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const char *src = source.code.c_str();
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