shader.cpp: don't test twice if shader programs are present

Also use string::empty method, it is better than comparing with empty strings.
This commit is contained in:
Loic Blot 2016-02-09 23:03:54 +01:00 committed by est31
parent baa7c8f8ad
commit 4e3fe460e3
1 changed files with 9 additions and 9 deletions

View File

@ -767,22 +767,22 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
if (g_settings->getBool("tone_mapping"))
shaders_header += "#define ENABLE_TONE_MAPPING\n";
if(pixel_program != "")
pixel_program = shaders_header + pixel_program;
if(vertex_program != "")
vertex_program = shaders_header + vertex_program;
if(geometry_program != "")
geometry_program = shaders_header + geometry_program;
// Call addHighLevelShaderMaterial() or addShaderMaterial()
const c8* vertex_program_ptr = 0;
const c8* pixel_program_ptr = 0;
const c8* geometry_program_ptr = 0;
if(vertex_program != "")
if (!vertex_program.empty()) {
pixel_program = shaders_header + pixel_program;
vertex_program_ptr = vertex_program.c_str();
if(pixel_program != "")
}
if (!pixel_program.empty()) {
vertex_program = shaders_header + vertex_program;
pixel_program_ptr = pixel_program.c_str();
if(geometry_program != "")
}
if (!geometry_program.empty()) {
geometry_program = shaders_header + geometry_program;
geometry_program_ptr = geometry_program.c_str();
}
s32 shadermat = -1;
if(is_highlevel){
infostream<<"Compiling high level shaders for "<<name<<std::endl;