GLSL Uniform locations are signed ints.
--- a/mojoshader_opengl.c Fri Aug 28 01:02:03 2009 -0400
+++ b/mojoshader_opengl.c Sun Nov 15 14:01:41 2009 -0500
@@ -87,12 +87,12 @@
GLint *ps_uniforms_bool;
uint32 refcount;
// GLSL uses these...location of uniform arrays.
- GLuint vs_float4_loc;
- GLuint vs_int4_loc;
- GLuint vs_bool_loc;
- GLuint ps_float4_loc;
- GLuint ps_int4_loc;
- GLuint ps_bool_loc;
+ GLint vs_float4_loc;
+ GLint vs_int4_loc;
+ GLint vs_bool_loc;
+ GLint ps_float4_loc;
+ GLint ps_int4_loc;
+ GLint ps_bool_loc;
};
#ifndef WINGDIAPI