namespace GL {
void init_shaderlib(DataFile::BuiltinSource &);
+void init_builtin_data(DataFile::BuiltinSource &);
Resources::Resources():
default_tex_filter(Texture::can_generate_mipmap() ? LINEAR_MIPMAP_LINEAR : LINEAR),
if(!init_done)
{
+ init_builtin_data(builtins);
init_shaderlib(builtins);
init_done = true;
}
if(RefPtr<IO::Seekable> io = open_raw(name))
{
SL::Compiler compiler;
- compiler.compile(*io, this, name);
+ compiler.load_source(*io, this, name);
+ compiler.compile();
RefPtr<Program> program = new Program;
compiler.add_shaders(*program);
program->link();