int R_Shadow_CompileShaderPermutation(int permutation)
{
- if (r_shadow_program_compiledlight[permutation])
- return r_shadow_program_light[permutation];
- r_shadow_program_compiledlight[permutation] = true;
char *vertstring, *fragstring;
int vertstrings_count;
int fragstrings_count;
const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
char permutationname[256];
+ if (r_shadow_program_compiledlight[permutation])
+ return r_shadow_program_light[permutation];
+ r_shadow_program_compiledlight[permutation] = true;
vertstring = (char *)FS_LoadFile("glsl/light.vert", tempmempool, false, NULL);
fragstring = (char *)FS_LoadFile("glsl/light.frag", tempmempool, false, NULL);
vertstrings_count = 0;