static SCP_vector<SCP_string> opengl_get_shader_content(shader_type type_id, const char* filename, int flags) {
	SCP_vector<SCP_string> parts;
	parts.push_back(get_shader_header(type_id, flags));

	parts.push_back(opengl_load_shader(filename));

	return parts;
}
Пример #2
0
void update_shader_data(ShaderInitializationParams& params, const Context* context)
{
    if (!params.csdata.empty())
        params.csdata = get_shader_header(context) + std::string("\n") + params.csdata;
    else
    {
        const std::string& version = params.version.empty() ? get_basic_version_header() : get_version_header(params.version);
        const std::string& header = version + std::string("\n");
        params.vsdata = header + params.vsdata;
        params.fsdata = header + params.fsdata;
        if (!params.gsdata.empty())
            params.gsdata = header + params.gsdata;
    }
}