namespace {
template<class T>
-void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
+void extract_uniform_declarations(const vector<Uniform<T>> &effect_uniforms,
const string &type_specifier,
const string &effect_id,
- vector<Uniform<T> > *phase_uniforms,
+ vector<Uniform<T>> *phase_uniforms,
string *glsl_string)
{
for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
}
template<class T>
-void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
+void extract_uniform_array_declarations(const vector<Uniform<T>> &effect_uniforms,
const string &type_specifier,
const string &effect_id,
- vector<Uniform<T> > *phase_uniforms,
+ vector<Uniform<T>> *phase_uniforms,
string *glsl_string)
{
for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
}
template<class T>
-void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
+void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T>> *phase_uniforms)
{
for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
Uniform<T> &uniform = (*phase_uniforms)[i];
{
string frag_shader_header;
if (phase->is_compute_shader) {
- frag_shader_header = read_file("header.compute");
+ frag_shader_header = read_file("header.comp");
} else {
frag_shader_header = read_version_dependent_file("header", "frag");
}