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author | Alon Zakai <alonzakai@gmail.com> | 2012-05-13 13:01:45 -0700 |
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committer | Alon Zakai <alonzakai@gmail.com> | 2012-05-13 13:01:45 -0700 |
commit | b90a590f024d12650112ee15fbbf24cdea082ed1 (patch) | |
tree | a9ec7764d51ed3179454ba5b78615a54f4795508 /src/library_gl.js | |
parent | 3b0b45be2be74f0bfd49a59812fe84615d90d9d4 (diff) |
misc tweaks and add wip cube_explosion test
Diffstat (limited to 'src/library_gl.js')
-rw-r--r-- | src/library_gl.js | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/library_gl.js b/src/library_gl.js index 9ce01f3f..209f2133 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -952,6 +952,8 @@ var LibraryGL = { #if GL_DEBUG GL.shaderOriginalSources[shader] = source; #endif + // XXX We add attributes and uniforms to shaders. The program can ask for the # of them, and see the + // ones we generated, potentially confusing it? Perhaps we should hide them. if (GL.shaderInfos[shader].type == Module.ctx.VERTEX_SHADER) { // Replace ftransform() with explicit project/modelview transforms, and add position and matrix info. var has_pm = source.search(/u_projection/) >= 0; |