Removed references to "fragment" programs in header.
Let's keep this consistent with everything else and say "pixel shader".
--- a/mojoshader.h Sat Apr 26 04:34:01 2008 -0400
+++ b/mojoshader.h Sat Apr 26 04:36:10 2008 -0400
@@ -368,8 +368,8 @@
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d);
/*
- * "Shaders" refer to individual vertex or fragment programs, and are created
- * by "compiling" Direct3D shader bytecode. A vertex and fragment shader are
+ * "Shaders" refer to individual vertex or pixel programs, and are created
+ * by "compiling" Direct3D shader bytecode. A vertex and pixel shader are
* "linked" into a "Program" before you can use them to render.
*
* To the calling application, these are opaque handles.
@@ -390,14 +390,14 @@
const unsigned int bufsize);
/*
- * Link a vertex and fragment shader into an OpenGL program.
- * (vertex_shader) or (fragment_shader) can be NULL, to specify that the
- * GL should use the fixed-function pipeline instead of the programmable
- * pipeline for that portion of the work. You can reuse shaders in various
- * combinations across multiple programs, by relinking different pairs.
+ * Link a vertex and pixel shader into an OpenGL program.
+ * (vshader) or (pshader) can be NULL, to specify that the GL should use the
+ * fixed-function pipeline instead of the programmable pipeline for that
+ * portion of the work. You can reuse shaders in various combinations across
+ * multiple programs, by relinking different pairs.
*
- * It is illegal to give a vertex shader for (fragment_shader) or a fragment
- * shader for (vertex_shader).
+ * It is illegal to give a vertex shader for (pshader) or a pixel shader
+ * for (vshader).
*
* It is illegal to delete a shader while there is still a linked program
* using it. Delete the programs before the shaders.
@@ -406,9 +406,8 @@
*
* Returns NULL on error, or a program handle on success.
*/
-MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(
- MOJOSHADER_glShader *vertex_shader,
- MOJOSHADER_glShader *fragment_shader);
+MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
+ MOJOSHADER_glShader *pshader);
/*
* This binds the program (using, for example, glUseProgramObjectARB()), and