OGL: Use struct for post-processing shader options

This removes the need for token pasting, which isn't supported in GLSL
ES. Shouldn't cause any issues unless people are using reserved keywords
as option names.
This commit is contained in:
Stenzek
2017-04-16 13:17:10 +10:00
parent a389ae0711
commit e370f6a82a
2 changed files with 21 additions and 14 deletions

View File

@ -38,7 +38,7 @@ private:
std::unordered_map<std::string, GLuint> m_uniform_bindings;
void CreateHeader();
std::string LoadShaderOptions(const std::string& code);
std::string LoadShaderOptions();
};
} // namespace