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vg_msg api change
[vg.git]
/
vg_shader.h
diff --git
a/vg_shader.h
b/vg_shader.h
index 3334922f53ac452bf1d2fdc9f9a7a32f4226f7f9..6537ec9c659064c42f4ca86a6c82627209cef962 100644
(file)
--- a/
vg_shader.h
+++ b/
vg_shader.h
@@
-40,7
+40,7
@@
struct
}
static vg_shaders;
}
static vg_shaders;
-
VG_STATIC
GLuint vg_shader_subshader( const char *src, GLint gliShaderType )
+
static
GLuint vg_shader_subshader( const char *src, GLint gliShaderType )
{
GLint shader = glCreateShader( gliShaderType );
{
GLint shader = glCreateShader( gliShaderType );
@@
-69,7
+69,7
@@
VG_STATIC GLuint vg_shader_subshader( const char *src, GLint gliShaderType )
return shader;
}
return shader;
}
-
VG_STATIC
int vg_shader_compile( struct vg_shader *shader )
+
static
int vg_shader_compile( struct vg_shader *shader )
{
GLuint program, vert, frag;
{
GLuint program, vert, frag;
@@
-167,7
+167,7
@@
VG_STATIC int vg_shader_compile( struct vg_shader *shader )
return 1;
}
return 1;
}
-
VG_STATIC
void vg_free_shader( struct vg_shader *shader )
+
static
void vg_free_shader( struct vg_shader *shader )
{
if( shader->compiled )
{
{
if( shader->compiled )
{
@@
-176,7
+176,7
@@
VG_STATIC void vg_free_shader( struct vg_shader *shader )
}
}
}
}
-
VG_STATIC
void vg_shaders_compile(void)
+
static
void vg_shaders_compile(void)
{
vg_info( "Compiling shaders\n" );
{
vg_info( "Compiling shaders\n" );
@@
-188,7
+188,7
@@
VG_STATIC void vg_shaders_compile(void)
}
}
}
}
-
VG_STATIC
int vg_shaders_live_recompile(int argc, const char *argv[])
+
static
int vg_shaders_live_recompile(int argc, const char *argv[])
{
vg_info( "Recompiling shaders\n" );
for( int i=0; i<vg_shaders.count; i ++ )
{
vg_info( "Recompiling shaders\n" );
for( int i=0; i<vg_shaders.count; i ++ )
@@
-200,7
+200,7
@@
VG_STATIC int vg_shaders_live_recompile(int argc, const char *argv[])
return 0;
}
return 0;
}
-
VG_STATIC
void vg_shader_register( struct vg_shader *shader )
+
static
void vg_shader_register( struct vg_shader *shader )
{
if( vg_shaders.count == vg_list_size(vg_shaders.shaders) )
vg_fatal_error( "Too many shaders" );
{
if( vg_shaders.count == vg_list_size(vg_shaders.shaders) )
vg_fatal_error( "Too many shaders" );