Test that dirty pipelines can still be shader-edited properly

This commit is contained in:
baldurk
2020-04-21 16:32:42 +01:00
parent 66a9e00f3e
commit 660d696b58
+7
View File
@@ -160,6 +160,13 @@ void main()
glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog);
// force the pipeline to be dirty
for(int i = 0; i < 100; i++)
{
glUseProgramStages(pipe, GL_VERTEX_SHADER_BIT, vssepprog);
glUseProgramStages(pipe, GL_FRAGMENT_SHADER_BIT, fssepprog);
}
glProgramUniform4f(fssepprog, 9, 0.0f, 1.0f, 0.0f, 1.0f);
// render offscreen to make picked values accurate