fail_link(shader_program, "Too many vertex shader texture samplers");
}
if (prog->Parameters->NumParameters >
- ctx->Const.VertexProgram.MaxParameters) {
+ ctx->Const.VertexProgram.MaxUniformComponents / 4) {
fail_link(shader_program, "Too many vertex shader constants");
}
break;
fail_link(shader_program, "Too many geometry shader texture samplers");
}
if (prog->Parameters->NumParameters >
- ctx->Const.GeometryProgram.MaxParameters) {
+ ctx->Const.GeometryProgram.MaxUniformComponents / 4) {
fail_link(shader_program, "Too many geometry shader constants");
}
break;
fail_link(shader_program, "Too many fragment shader texture samplers");
}
if (prog->Parameters->NumParameters >
- ctx->Const.FragmentProgram.MaxParameters) {
+ ctx->Const.FragmentProgram.MaxUniformComponents / 4) {
fail_link(shader_program, "Too many fragment shader constants");
}
break;