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Don't give misleading error when image shader input is missing
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@ -2413,16 +2413,24 @@ update_shader_texture_bindings(ShaderContext *prev) {
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Texture *tex;
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const ShaderInput *sinp = _glgsg->_target_shader->get_shader_input(input._name);
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if (sinp->get_value_type() == ShaderInput::M_texture_image) {
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switch (sinp->get_value_type()) {
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case ShaderInput::M_texture_image:
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param = (const ParamTextureImage *)sinp->get_param();
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tex = param->get_texture();
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break;
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} else if (sinp->get_value_type() == ShaderInput::M_texture) {
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case ShaderInput::M_texture:
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// People find it convenient to be able to pass a texture without
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// further ado.
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tex = sinp->get_texture();
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break;
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} else {
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case ShaderInput::M_invalid:
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GLCAT.error()
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<< "Missing texture image binding input " << *input._name << "\n";
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continue;
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default:
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GLCAT.error()
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<< "Mismatching type for parameter " << *input._name << ", expected texture image binding\n";
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continue;
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