GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
- glUseProgram(gc->pipe[0].shader.cur_prog);
+ glUseProgram(gc->state.current.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
SHADER_TEXTURE_ADD(shared, IMG_MASK, tex);
SHADER_TEXTURE_ADD(shared, IMG_MASK, texm);
- glUseProgram(gc->pipe[0].shader.cur_prog);
+ glUseProgram(gc->state.current.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
evas_gl_common_shader_program_init_done();
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glEnableVertexAttribArray(SHAD_COLOR);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->pipe[0].shader.cur_prog);
+ glUseProgram(gc->state.current.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glActiveTexture(GL_TEXTURE0);
blend,
smooth,
clip, cx, cy, cw, ch);
-
gc->pipe[pn].region.type = RTYPE_MAP;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
if (utexture)
gc->state.current.cur_prog = gc->pipe[i].shader.cur_prog;
gc->state.current.cur_tex = gc->pipe[i].shader.cur_tex;
- gc->state.current.blend = gc->pipe[i].shader.blend;
- gc->state.current.smooth = gc->pipe[i].shader.smooth;
gc->state.current.render_op = gc->pipe[i].shader.render_op;
- gc->state.current.clip = gc->pipe[i].shader.clip;
gc->state.current.cx = gc->pipe[i].shader.cx;
gc->state.current.cy = gc->pipe[i].shader.cy;
gc->state.current.cw = gc->pipe[i].shader.cw;
gc->state.current.ch = gc->pipe[i].shader.ch;
+ gc->state.current.smooth = gc->pipe[i].shader.smooth;
+ gc->state.current.blend = gc->pipe[i].shader.blend;
+ gc->state.current.clip = gc->pipe[i].shader.clip;
if (gc->pipe[i].array.vertex) free(gc->pipe[i].array.vertex);
if (gc->pipe[i].array.color) free(gc->pipe[i].array.color);