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authorKae <80987908+Novaenia@users.noreply.github.com>2024-06-26 13:03:30 +1000
committerKae <80987908+Novaenia@users.noreply.github.com>2024-06-26 13:03:30 +1000
commit563d95b9e6c67a6de31ef00ad0ec4fd1d597a6b1 (patch)
tree57bf4a6530b07ff1ae2ca07456daea9c6c722009 /source/application
parentc405fda45cf4eda4ff501c4613c56ead6ff19265 (diff)
remove redundant vertexRounding uniform from interface shader
interface is always drawn without super-sampling anyway
Diffstat (limited to 'source/application')
-rw-r--r--source/application/StarRenderer_opengl.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/application/StarRenderer_opengl.cpp b/source/application/StarRenderer_opengl.cpp
index f0e4dfd..e640e53 100644
--- a/source/application/StarRenderer_opengl.cpp
+++ b/source/application/StarRenderer_opengl.cpp
@@ -254,7 +254,7 @@ void OpenGlRenderer::loadEffectConfig(String const& name, Json const& effectConf
effectParameter.parameterUniform = glGetUniformLocation(m_program, p.second.getString("uniform").utf8Ptr());
if (effectParameter.parameterUniform == -1) {
- Logger::warn("OpenGL20 effect parameter '{}' has no associated uniform, skipping", p.first);
+ Logger::warn("OpenGL20 effect parameter '{}' in effect '{}' has no associated uniform, skipping", p.first, name);
} else {
String type = p.second.getString("type");
if (type == "bool") {