diff --git a/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.cpp b/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.cpp index 151d28d30..8517f07d1 100644 --- a/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.cpp +++ b/code/nel/src/3d/driver/OpenGL3/driver_glsl_shader_generator.cpp @@ -996,10 +996,6 @@ namespace NL3D void CGLSLShaderGenerator::generateCloudPS() { - ss << "smooth in vec4 texCoord0;" << std::endl; - ss << "smooth in vec4 texCoord1;" << std::endl; - ss << std::endl; - ss << "uniform sampler2D sampler0;" << std::endl; ss << "uniform sampler2D sampler1;" << std::endl; ss << std::endl; diff --git a/code/nel/src/3d/driver/OpenGL3/driver_opengl_vertex.cpp b/code/nel/src/3d/driver/OpenGL3/driver_opengl_vertex.cpp index abde7ef7d..6f6c11c89 100644 --- a/code/nel/src/3d/driver/OpenGL3/driver_opengl_vertex.cpp +++ b/code/nel/src/3d/driver/OpenGL3/driver_opengl_vertex.cpp @@ -489,6 +489,8 @@ bool CDriverGL3::renderRawQuads(CMaterial& mat, uint32 startIndex, uint32 numQua if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true; + setupProgram( mat ); + const uint32 QUAD_BATCH_SIZE = 2048; static GLshort defaultIndices[QUAD_BATCH_SIZE * 6]; static bool init = false;