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authorVitaliy <numzer0@yandex.ru>2020-12-19 22:57:10 +0300
committerGitHub <noreply@github.com>2020-12-19 20:57:10 +0100
commitccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff (patch)
tree9bb8bf7b22d44a45e7a1efd400f465e21ca3d8c9 /src/client/render/interlaced.cpp
parent664f5ce9605b580b9500547fff1e54eac553f295 (diff)
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Cleanup shader generation code (#10663)
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
Diffstat (limited to 'src/client/render/interlaced.cpp')
-rw-r--r--src/client/render/interlaced.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/client/render/interlaced.cpp b/src/client/render/interlaced.cpp
index 2aadadc17..ce8e92f21 100644
--- a/src/client/render/interlaced.cpp
+++ b/src/client/render/interlaced.cpp
@@ -36,7 +36,7 @@ void RenderingCoreInterlaced::initMaterial()
mat.UseMipMaps = false;
mat.ZBuffer = false;
mat.ZWriteEnable = false;
- u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC, 0);
+ u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC);
mat.MaterialType = s->getShaderInfo(shader).material;
for (int k = 0; k < 3; ++k) {
mat.TextureLayer[k].AnisotropicFilter = false;