r_shadow_program_light[i] = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
if (!r_shadow_program_light[i])
{
- Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 1 ? "fog" : "", i & 1 ? "cubefilter" : "", i & 1 ? "offsetmapping" : "", "glsl/light");
+ Con_Printf("permutation %s %s %s %s failed for shader %s, some features may not work properly!\n", i & 1 ? "specular" : "", i & 2 ? "fog" : "", i & 4 ? "cubefilter" : "", i & 8 ? "offsetmapping" : "", "glsl/light");
continue;
}
qglUseProgramObjectARB(r_shadow_program_light[i]);