Explicitly bind fragment shader outputs in order.
[movit] / init.cpp
index 7781ba2..733d246 100644 (file)
--- a/init.cpp
+++ b/init.cpp
@@ -79,9 +79,11 @@ void measure_texel_subpixel_precision()
 
        glViewport(0, 0, width, 1);
 
+       vector<string> frag_shader_outputs;
        GLuint glsl_program_num = resource_pool.compile_glsl_program(
                read_version_dependent_file("vs", "vert"),
-               read_version_dependent_file("texture1d", "frag"));
+               read_version_dependent_file("texture1d", "frag"),
+               frag_shader_outputs);
        glUseProgram(glsl_program_num);
        check_error();
        glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0);  // Bind the 2D sampler.
@@ -211,9 +213,11 @@ void measure_roundoff_problems()
 
        glViewport(0, 0, 512, 1);
 
+       vector<string> frag_shader_outputs;
        GLuint glsl_program_num = resource_pool.compile_glsl_program(
                read_version_dependent_file("vs", "vert"),
-               read_version_dependent_file("texture1d", "frag"));
+               read_version_dependent_file("texture1d", "frag"),
+               frag_shader_outputs);
        glUseProgram(glsl_program_num);
        check_error();
        glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0);  // Bind the 2D sampler.