this->shader_shadow_samplers = 0;
}
- void set_and_process(struct gl_shader_program *prog,
+ void set_and_process(struct gl_shader *shader,
ir_variable *var)
{
ubo_var = NULL;
if (var->uniform_block != -1) {
struct gl_uniform_block *block =
- &prog->UniformBlocks[var->uniform_block];
+ &shader->UniformBlocks[var->uniform_block];
ubo_block_index = var->uniform_block;
ubo_var_index = var->location;
if (strncmp("gl_", var->name, 3) == 0)
continue;
- parcel.set_and_process(prog, var);
+ parcel.set_and_process(prog->_LinkedShaders[i], var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;