OpenGLRenderer: Allow RenderPipeline without a fragment shader on OpenGL ES

This commit is contained in:
Jérôme Leclercq
2021-05-29 00:32:00 +02:00
parent 336e70f72e
commit 109b2a156e
7 changed files with 60 additions and 11 deletions

View File

@@ -374,7 +374,7 @@ int main()
stencilPipelineInfo.stencilBack.compare = Nz::RendererComparison::Always;
stencilPipelineInfo.stencilBack.depthFail = Nz::StencilOperation::Invert;
stencilPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Fragment | Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
stencilPipelineInfo.shaderModules.push_back(device->InstantiateShaderModule(Nz::ShaderStageType::Vertex, Nz::ShaderLanguage::NazaraShader, resourceDir / "lighting.nzsl", {}));
std::shared_ptr<Nz::RenderPipeline> stencilPipeline = device->InstantiateRenderPipeline(stencilPipelineInfo);