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-rwxr-xr-xadvanced_lighting/3.1.shadow_mapping/build (renamed from advanced_lighting/3.1.shadow_mapping/build.sh)0
-rw-r--r--advanced_lighting/3.1.shadow_mapping/shadow_mapping.c12
2 files changed, 4 insertions, 8 deletions
diff --git a/advanced_lighting/3.1.shadow_mapping/build.sh b/advanced_lighting/3.1.shadow_mapping/build
index bba445d..bba445d 100755
--- a/advanced_lighting/3.1.shadow_mapping/build.sh
+++ b/advanced_lighting/3.1.shadow_mapping/build
diff --git a/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c b/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c
index fd03ed9..f691035 100644
--- a/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c
+++ b/advanced_lighting/3.1.shadow_mapping/shadow_mapping.c
@@ -117,14 +117,10 @@ int main(void)
glBindVertexArray(0);
/* NOTE(pryazha): Shaders */
- U32 debug_quad_shader = create_shader_program("shaders/debug_quad.vert",
- "shaders/debug_quad.frag");
- U32 simple_depth_shader = create_shader_program("shaders/simple_depth.vert",
- "shaders/simple_depth.frag");
- U32 shadow_shader = create_shader_program("shaders/shadow.vert",
- "shaders/shadow.frag");
- U32 color_shader = create_shader_program("shaders/color.vert",
- "shaders/color.frag");
+ U32 debug_quad_shader = load_shader("shaders/debug_quad.vert", "shaders/debug_quad.frag");
+ U32 simple_depth_shader = load_shader("shaders/simple_depth.vert", "shaders/simple_depth.frag");
+ U32 shadow_shader = load_shader("shaders/shadow.vert", "shaders/shadow.frag");
+ U32 color_shader = load_shader("shaders/color.vert", "shaders/color.frag");
glUseProgram(shadow_shader);
shader_set_1i(shadow_shader, "diffuse_texture", 0);