mirror of https://github.com/bjornbytes/lovr.git
Fix some typos;
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5e8f4bb69c
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@ -1254,6 +1254,7 @@ Shader* lovrShaderCreate(const char* vertexSource, const char* fragmentSource) {
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UniformBlock block = { .index = i, .binding = i + 1, .source = NULL };
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glUniformBlockBinding(program, block.index, block.binding);
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vec_init(&block.uniforms);
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vec_push(&shader->blocks, block);
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char name[LOVR_MAX_UNIFORM_LENGTH];
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glGetActiveUniformBlockName(program, i, LOVR_MAX_UNIFORM_LENGTH, NULL, name);
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@ -1263,7 +1264,8 @@ Shader* lovrShaderCreate(const char* vertexSource, const char* fragmentSource) {
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// Uniform introspection
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int32_t uniformCount;
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int textureSlot = 0;
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map_init(&shader->uniforms);
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map_init(&shader->uniformMap);
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vec_init(&shader->uniforms);
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glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
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for (uint32_t i = 0; i < (uint32_t) uniformCount; i++) {
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Uniform uniform;
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@ -1284,7 +1286,7 @@ Shader* lovrShaderCreate(const char* vertexSource, const char* fragmentSource) {
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glGetActiveUniformsiv(program, 1, &i, GL_UNIFORM_BLOCK_INDEX, &blockIndex);
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if (blockIndex != -1) {
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UniformBlock* block = &shader->blocks.data[i];
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UniformBlock* block = &shader->blocks.data[blockIndex];
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glGetActiveUniformsiv(program, 1, &i, GL_UNIFORM_OFFSET, &uniform.offset);
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glGetActiveUniformsiv(program, 1, &i, GL_UNIFORM_SIZE, &uniform.size);
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vec_push(&block->uniforms, uniform);
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