[Fix] (MG_Backend/DirectGLES): Actually compile shader and use.

* TODO: remove junk code.
This commit is contained in:
BZLZHH
2025-10-26 11:43:10 +08:00
parent b8d8188239
commit 5da6a0e05e
7 changed files with 168 additions and 25 deletions
@@ -142,11 +142,11 @@ namespace MobileGL {
((attrib.flags & ShaderCompileBits::EmitDiscardAsDemote)
? glslang::EShTargetSpv_1_6
: glslang::EShTargetSpv_1_5));
tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and
// gl_InstanceID?
}
tshader->setAutoMapLocations(true);
tshader->setAutoMapBindings(true);
tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and
// gl_InstanceID?
tshader->setGlobalUniformBlockName(GLOBAL_UBO_NAME);
if (!tshader->parse(&GetTBuiltInResourceInstance(), 460, ECoreProfile,
/*forceDefaultVersionAndProfile: */ false,