--- a/src/sprite.c Wed Jul 23 00:27:46 2025 +0200 +++ b/src/sprite.c Thu Jul 24 20:58:00 2025 +0200 @@ -40,30 +40,16 @@ asc_uniform_loc tex; } AscSpriteShader; +static void asc_sprite_shader_init(AscShaderProgram *p, cx_attr_unused int flags) { + asc_shader_init_uniform_loc_nice(p, AscSpriteShader, tex); +} + static AscShaderProgram *asc_sprite_shader_create(int rect) { - AscShaderCodes codes; - if (asc_shader_load_code_files((AscShaderCodeInfo){ + return asc_shader_create((AscShaderCodeInfo){ .files.vtx = "sprite_vtx.glsl", .files.frag = "sprite_frag.glsl", .defines.frag = rect ? "#define USE_RECT" : NULL, - }, &codes)) { - asc_error("Loading sprite shader failed."); - return NULL; - } - AscShaderProgram *shader = asc_shader_create(codes, sizeof(AscSpriteShader)); - if (asc_shader_invalid(shader)) { - asc_shader_free_codes(codes); - return shader; - } - asc_ptr_cast(AscSpriteShader, sprite_shader, shader); - sprite_shader->tex = asc_shader_get_uniform_loc(shader, "tex"); - asc_shader_free_codes(codes); - - if (asc_error_catch_gl("Creating sprite shader")) { - // TODO: error handling - } - - return shader; + }, sizeof(AscSpriteShader), asc_sprite_shader_init, 0); } static void asc_sprite_destroy(AscSceneNode *node) {