/*
Generate shader given the shader name.
*/
-ShaderInfo generate_shader(std::string name,
+ShaderInfo generate_shader(const std::string &name,
u8 material_type, u8 drawtype,
IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
const std::vector<IShaderConstantSetterFactory*> &setter_factories,
}
-ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
+ShaderInfo generate_shader(const std::string &name, u8 material_type, u8 drawtype,
IrrlichtDevice *device, std::vector<ShaderCallback *> &callbacks,
const std::vector<IShaderConstantSetterFactory*> &setter_factories,
SourceShaderCache *sourcecache)
shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_LIQUID_TRANSPARENT:
- shaderinfo.base_material = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_LIQUID_OPAQUE:
shaderinfo.base_material = video::EMT_SOLID;