}
if (phase->is_compute_shader) {
- frag_shader.append(read_file("footer.compute"));
+ frag_shader.append(read_file("footer.comp"));
phase->output_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size);
phase->output_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust);
} else {