OpenGL: more work on fixed function lighting implementation as GLSL.
[blender.git] / source / blender / gpu / SConscript
index ccea40c09095c3a8c05ed83f1c679e4b94b09f71..4a012c18e5e8551d907dbfd58f08c914d86e43ab 100644 (file)
@@ -49,8 +49,8 @@ if env['WITH_BF_DDS']:
 # generated data files
 import os
 sources.extend((
-       os.path.join(env['DATA_SOURCES'], "gpu_shader_fixed_fragment.glsl.c"),
-       os.path.join(env['DATA_SOURCES'], "gpu_shader_fixed_vertex.glsl.c"),
+       os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_frag.glsl.c"),
+       os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_vert.glsl.c"),
        os.path.join(env['DATA_SOURCES'], "gpu_shader_material.glsl.c"),
        os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_frag.glsl.c"),
        os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_vert.glsl.c"),