Fix source destination of shaders for portable builds.

This commit is contained in:
2025-06-10 20:37:47 -04:00
parent 1ccfaeb85f
commit a9ca448a10
2 changed files with 4 additions and 3 deletions

View File

@@ -8,9 +8,10 @@
// TODO: Parse command-line args.
int main(int argc, char** argv) {
mcolor::windowsSaneify();
ReWindow::Logger::Debug.EnableConsole(false);
int default_app_width = 1660;
int default_app_width = 1440;
int default_app_height = 900;
// TODO: Create AppConfig struct and pass to constructor.

View File

@@ -20,11 +20,11 @@ FractalInspectorApp::FractalInspectorApp(int width, int height):
}
std::filesystem::path FractalInspectorApp::VertexShaderFilepathFromPrefixName(const std::string &name) {
return "../shaders/" + name + ".vert.glsl";
return "shaders/" + name + ".vert.glsl";
}
std::filesystem::path FractalInspectorApp::FragmentShaderFilepathFromPrefixName(const std::string &name) {
return "../shaders/" + name + ".frag.glsl";
return "shaders/" + name + ".frag.glsl";
}
void FractalInspectorApp::LoadShaders() {