Fixed a bug where I was loading the wrong shader file for the screen shader, then made the kernel shader for the screen postprocessing.
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3 changed files with 40 additions and 1 deletions
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@ -43,6 +43,7 @@ void check_error(const std::string& what, unsigned int thing, GLenum check_type)
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}
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unsigned int Shader::load_shader(const std::string& filename, GLenum shader_type) {
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dbc::log($F("Loading shader {}", filename));
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dbc::check(fs::exists(filename),
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std::format("shader file {} does not exist", filename));
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