#include <msp/core/algorithm.h>
#include <msp/datafile/collection.h>
-#include <msp/io/print.h>
#include <msp/strings/format.h>
#include "error.h"
#include "renderpass.h"
obj.maybe_create_material_shader();
}
-// Temporary compatibility feature
-string RenderPass::Loader::get_shader_name(const string &n)
-{
- if(n.size()>=5 && !n.compare(n.size()-5, 5, ".glsl"))
- {
- IO::print(IO::cerr, "Warning: Loading module '%s' as shader is deprecated\n", n);
- return n+".shader";
- }
- return n;
-}
-
void RenderPass::Loader::material_inline()
{
Material::GenericLoader ldr(coll);
void RenderPass::Loader::shader(const string &n)
{
- obj.shprog = &get_collection().get<Program>(get_shader_name(n));
+ obj.shprog = &get_collection().get<Program>(n);
obj.shprog_from_material = false;
if(obj.shdata)
obj.shdata = new ProgramData(*obj.shdata, obj.shprog);