Fixed a bug where I was loading the wrong shader file for the screen shader, then made the kernel shader for the screen postprocessing.

This commit is contained in:
Zed A. Shaw 2026-09-03 14:35:25 -04:00
parent 6ef367c305
commit 9c75238461
3 changed files with 40 additions and 1 deletions

View file

@ -41,7 +41,7 @@ struct Scene {
Scene(components::Scene& config):
shader{config.shader.vertex_path, config.shader.frag_path},
screen{.shader={config.screen_shader.vertex_path, config.shader.frag_path}},
screen{.shader={config.screen_shader.vertex_path, config.screen_shader.frag_path}},
materials{config.materials},
camera{
.position=config.camera.position,

View file

@ -43,6 +43,7 @@ void check_error(const std::string& what, unsigned int thing, GLenum check_type)
}
unsigned int Shader::load_shader(const std::string& filename, GLenum shader_type) {
dbc::log($F("Loading shader {}", filename));
dbc::check(fs::exists(filename),
std::format("shader file {} does not exist", filename));