| 870 | } |
| 871 | |
| 872 | void EngineGL33::SelectVertexShader(VertexShaderID vs) |
| 873 | { |
| 874 | if (_vertexShaderSel == vs) |
| 875 | return; |
| 876 | _vertexShaderSel = vs; |
| 877 | // Switch VAO to match vertex layout (like D3D11 switches input layout). |
| 878 | // VSShadow uses the same mesh-vertex layout as VSTransform. |
| 879 | GL33Bind::Vao(vs == VSScreen ? _vaoScreen : _vaoMesh); |
| 880 | // Rebind combined program for the new VS |
| 881 | DoSelectPixelShader(_pixelShaderSel, _pixelShaderModeSel, _pixelShaderSpecularSel); |
| 882 | } |
| 883 | |
| 884 | void EngineGL33::UploadVSScreenConstants() |
| 885 | { |