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authorVitaliy <numzer0@yandex.ru>2020-12-19 22:57:10 +0300
committerGitHub <noreply@github.com>2020-12-19 20:57:10 +0100
commitccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff (patch)
tree9bb8bf7b22d44a45e7a1efd400f465e21ca3d8c9 /src/client/sky.cpp
parent664f5ce9605b580b9500547fff1e54eac553f295 (diff)
downloadminetest-ccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff.tar.xz
Cleanup shader generation code (#10663)
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
Diffstat (limited to 'src/client/sky.cpp')
-rw-r--r--src/client/sky.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/client/sky.cpp b/src/client/sky.cpp
index 9a2614eda..3a40321dd 100644
--- a/src/client/sky.cpp
+++ b/src/client/sky.cpp
@@ -65,7 +65,7 @@ Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) :
// Create materials
m_materials[0] = baseMaterial();
- m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA, 0)).material;
+ m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA)).material;
m_materials[0].Lighting = true;
m_materials[0].ColorMaterial = video::ECM_NONE;