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shader: don't try to build a shader that already failed to be attached
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1 changed files with 3 additions and 3 deletions
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@ -124,10 +124,10 @@ SYMBOL_INTERNAL void ReloadShaders(struct Game* game, bool force) {
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struct ShaderListItem* item = list->data;
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if (!item->loaded || force) {
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PrintConsole(game, "V:%s, F:%s", item->vertex, item->fragment);
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AttachToShader(game, item->shader, ALLEGRO_VERTEX_SHADER, item->vertex);
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AttachToShader(game, item->shader, ALLEGRO_PIXEL_SHADER, item->fragment);
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bool ret = AttachToShader(game, item->shader, ALLEGRO_VERTEX_SHADER, item->vertex);
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ret = ret && AttachToShader(game, item->shader, ALLEGRO_PIXEL_SHADER, item->fragment);
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if (!al_build_shader(item->shader)) {
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if (ret && !al_build_shader(item->shader)) {
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const char* log = al_get_shader_log(item->shader);
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if (log) {
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FatalError(game, false, "%s", log);
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