memset(&fs_slots, 0, sizeof(fs_slots));
fs_slots[1].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
fs_slots[1].shaderEntityIndex = 0;
- fs_slots[2].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
+ fs_slots[2].slotObjectType = XGL_SLOT_SHADER_TEXTURE_RESOURCE;
fs_slots[2].shaderEntityIndex = 0;
memset(&vs, 0, sizeof(vs));
for (i = 0; i < DEMO_TEXTURE_COUNT; i++) {
fs_slots[2 * i].slotObjectType = XGL_SLOT_SHADER_SAMPLER;
fs_slots[2 * i].shaderEntityIndex = i;
- fs_slots[2 * i + 1].slotObjectType = XGL_SLOT_SHADER_RESOURCE;
+ fs_slots[2 * i + 1].slotObjectType = XGL_SLOT_SHADER_TEXTURE_RESOURCE;
fs_slots[2 * i + 1].shaderEntityIndex = i;
}