glEnableVertexAttribArray(SHAD_VERTEX);
glEnableVertexAttribArray(SHAD_COLOR);
- if (gc->state.current.cur_prog == PRG_INVALID)
- glUseProgram(gc->shared->shader[0].prog);
- else glUseProgram(gc->state.current.cur_prog);
+ if (gc->state.current.prog != PRG_INVALID)
+ glUseProgram(gc->state.current.prog->prog);
glActiveTexture(GL_TEXTURE0);
- glBindTexture(gc->pipe[0].shader.tex_target, gc->pipe[0].shader.cur_tex);
+ evas_gl_common_texture_shared_back(gc, NULL);
_evas_gl_common_viewport_set(gc,1);
}