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Diffstat (limited to 'src/rend2/tr_glsl.c')
-rw-r--r--src/rend2/tr_glsl.c30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/rend2/tr_glsl.c b/src/rend2/tr_glsl.c
index 6e8d91ac..ccfea909 100644
--- a/src/rend2/tr_glsl.c
+++ b/src/rend2/tr_glsl.c
@@ -393,7 +393,7 @@ static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int
if(strlen(name) >= MAX_QPATH)
{
- ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long\n", name);
+ ri.Error(ERR_DROP, "GLSL_InitGPUShader2: \"%s\" is too long", name);
}
Q_strncpyz(program->name, name, sizeof(program->name));
@@ -867,7 +867,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp, GENERIC_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load generic shader!\n");
+ ri.Error(ERR_FATAL, "Could not load generic shader!");
}
// There's actually no need to filter these out, since they'll
@@ -941,7 +941,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, NULL, qfalse, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp, TEXTURECOLOR_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load texturecolor shader!\n");
+ ri.Error(ERR_FATAL, "Could not load texturecolor shader!");
}
GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
@@ -971,7 +971,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp, FOGPASS_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load fogpass shader!\n");
+ ri.Error(ERR_FATAL, "Could not load fogpass shader!");
}
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4);
@@ -1003,7 +1003,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, qtrue, extradefines, qtrue, fallbackShader_dlight_vp, fallbackShader_dlight_fp, DLIGHT_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load dlight shader!\n");
+ ri.Error(ERR_FATAL, "Could not load dlight shader!");
}
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DLIGHTINFO, "u_DlightInfo", GLSL_VEC4);
@@ -1166,7 +1166,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp, GENERIC_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load lightall shader!\n");
+ ri.Error(ERR_FATAL, "Could not load lightall shader!");
}
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
@@ -1219,7 +1219,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp, GENERIC_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load shadowfill shader!\n");
+ ri.Error(ERR_FATAL, "Could not load shadowfill shader!");
}
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
@@ -1244,7 +1244,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, qtrue, extradefines, qtrue, fallbackShader_pshadow_vp, fallbackShader_pshadow_fp, PSHADOW_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load pshadow shader!\n");
+ ri.Error(ERR_FATAL, "Could not load pshadow shader!");
}
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
@@ -1270,7 +1270,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, qtrue, extradefines, qtrue, fallbackShader_down4x_vp, fallbackShader_down4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load down4x shader!\n");
+ ri.Error(ERR_FATAL, "Could not load down4x shader!");
}
GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
@@ -1294,7 +1294,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackShader_bokeh_vp, fallbackShader_bokeh_fp, TEXTURECOLOR_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load bokeh shader!\n");
+ ri.Error(ERR_FATAL, "Could not load bokeh shader!");
}
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
@@ -1319,7 +1319,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, qtrue, extradefines, qtrue, fallbackShader_tonemap_vp, fallbackShader_tonemap_fp, TEXTURECOLOR_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load tonemap shader!\n");
+ ri.Error(ERR_FATAL, "Could not load tonemap shader!");
}
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
@@ -1352,7 +1352,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, qtrue, extradefines, qtrue, fallbackShader_calclevels4x_vp, fallbackShader_calclevels4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load calclevels4x shader!\n");
+ ri.Error(ERR_FATAL, "Could not load calclevels4x shader!");
}
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
@@ -1390,7 +1390,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp, SHADOWMASK_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load shadowmask shader!\n");
+ ri.Error(ERR_FATAL, "Could not load shadowmask shader!");
}
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, "u_ShadowMvp", GLSL_MAT16);
@@ -1426,7 +1426,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp, SSAO_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load ssao shader!\n");
+ ri.Error(ERR_FATAL, "Could not load ssao shader!");
}
GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
@@ -1457,7 +1457,7 @@ void GLSL_InitGPUShaders(void)
if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp, DEPTHBLUR_UNIFORM_COUNT))
{
- ri.Error(ERR_FATAL, "Could not load depthBlur shader!\n");
+ ri.Error(ERR_FATAL, "Could not load depthBlur shader!");
}
GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);