bool client_entity_gfx_init()
{
- char *shader_defs;
- asprintf(&shader_defs, "#define VIEW_DISTANCE %lf\n", client_config.view_distance);
+ char *shader_def;
+ asprintf(&shader_def, "#define VIEW_DISTANCE %lf\n", client_config.view_distance);
- if (!shader_program_create(RESSOURCE_PATH "shaders/3d/entity", &shader_prog, shader_defs)) {
+ if (!shader_program_create(RESSOURCE_PATH "shaders/3d/entity", &shader_prog, shader_def)) {
fprintf(stderr, "[error] failed to create entity shader program\n");
return false;
}
- free(shader_defs);
+ free(shader_def);
loc_VP = glGetUniformLocation(shader_prog, "VP"); GL_DEBUG
loc_depthOffset = glGetUniformLocation(shader_prog, "depthOffset"); GL_DEBUG