PostProcessing: Fix OpenGL UBO linking with configuration options

This commit is contained in:
blåhaj 2021-07-07 21:26:46 +02:00
parent de12890588
commit debeb09dee
1 changed files with 4 additions and 1 deletions

View File

@ -385,7 +385,10 @@ std::vector<std::string> PostProcessing::GetPassiveShaderList()
bool PostProcessing::Initialize(AbstractTextureFormat format)
{
m_framebuffer_format = format;
if (!CompileVertexShader() || !CompilePixelShader() || !CompilePipeline())
// CompilePixelShader must be run first if configuration options are used.
// Otherwise the UBO has a different member list between vertex and pixel
// shaders, which is a link error.
if (!CompilePixelShader() || !CompileVertexShader() || !CompilePipeline())
return false;
return true;