}
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 );
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;
return 1;
}
-VG_STATIC void vg_free_shader( struct vg_shader *shader )
+static void vg_free_shader( struct vg_shader *shader )
{
if( shader->compiled )
{
}
}
-VG_STATIC void vg_shaders_compile(void)
+static void vg_shaders_compile(void)
{
vg_info( "Compiling shaders\n" );
}
}
-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 ++ )
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" );