diff options
Diffstat (limited to 'src/rend2/tr_glsl.c')
-rw-r--r-- | src/rend2/tr_glsl.c | 30 |
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); 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