glUniform4fv(compositor->solid_shader.color_uniform, 1,
color[color_idx++ % ARRAY_SIZE(color)]);
glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
- glUseProgram(surface->shader->program);
+ glUseProgram(compositor->current_shader->program);
free(buffer);
}
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ if (ec->fan_debug) {
+ weston_compositor_use_shader(ec, &ec->solid_shader);
+ weston_shader_uniforms(&ec->solid_shader, es, output);
+ }
+
weston_compositor_use_shader(ec, es->shader);
weston_shader_uniforms(es->shader, es, output);