// Draw splitters
- for( int y = 0; y < world.h; y ++ )
+ for( int y = 2; y < world.h-2; y ++ )
{
- for( int x = 0; x < world.w; x ++ )
+ for( int x = 2; x < world.w-2; x ++ )
{
struct cell *cell = pcell((v2i){x,y});
{
vg_info( "Compile shader '%s'\n", shader->sym );
- GLuint vert, frag, geo;
+ GLuint vert, frag, geo = 0;
vert = vg_shader_subshader( shader->src_vert, GL_VERTEX_SHADER );
frag = vg_shader_subshader( shader->src_frag, GL_FRAGMENT_SHADER );
}
shader->program = glCreateProgram();
- if( shader->src_geo )
+ if( geo )
glAttachShader( shader->program, geo );
glAttachShader( shader->program, vert );
glDeleteShader( vert );
glDeleteShader( frag );
- if( shader->src_geo )
+ if( geo )
glDeleteShader( geo );
// Check for link errors