When binding vertex shader attribute "_p", check if it's used actually in shader

This commit is contained in:
Jussi Kinnula 2018-10-31 11:29:13 +02:00
parent 36cd391fae
commit ea06ecb2d0

View File

@ -538,7 +538,9 @@ export default ({
prependGLSLName(vert, name),
prependGLSLName(frag, name)
);
shader.attributes._p.pointer();
for (let key in shader.attributes) {
shader.attributes[key].pointer();
}
return shader;
}