From ccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff Mon Sep 17 00:00:00 2001 From: Vitaliy Date: Sat, 19 Dec 2020 22:57:10 +0300 Subject: 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. --- src/client/render/interlaced.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/client/render/interlaced.cpp') 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; -- cgit v1.2.3