Nothing was storing the shader type when a shader was created so it
would get confused about whether it was a custom vertex or fragment
shader.
Also the 'type' member of CoglShader was a GLenum but the only place
that read it was treating it as if it was CoglShaderType. This changes
it be CoglShaderType.
{
CoglHandleObject _parent;
GLuint gl_handle;
- GLenum type;
+ CoglShaderType type;
};
CoglShader *_cogl_shader_pointer_from_handle (CoglHandle handle);
shader = g_slice_new (CoglShader);
shader->gl_handle = glCreateShader (gl_type);
+ shader->type = type;
return _cogl_shader_handle_new (shader);
}