if(!*tex_slot && tech->has_pass(Tag()))
if(const Program *shprog = tech->get_pass(Tag()).get_shader_program())
{
- if(shprog->get_uniform_location("font_tex")>=0)
+ if(shprog->get_uniform_location(Tag("font_tex"))>=0)
tex_slot = "font_tex";
- else if(shprog->get_uniform_location("color_tex")>=0)
+ else if(shprog->get_uniform_location(Tag("color_tex"))>=0)
tex_slot = "color_tex";
- else if(shprog->get_uniform_location("diffuse_map")>=0)
+ else if(shprog->get_uniform_location(Tag("diffuse_map"))>=0)
tex_slot = "diffuse_map";
- else if(shprog->get_uniform_location("base_color_map")>=0)
+ else if(shprog->get_uniform_location(Tag("base_color_map"))>=0)
tex_slot = "base_color_map";
}