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authorJack Jamison <jackqjamison@gmail.com>2025-10-17 21:59:50 -0400
committerJack Jamison <jackqjamison@gmail.com>2025-10-17 21:59:50 -0400
commit01f4ab89dd2c668e64af5459a615e50eb630dfc1 (patch)
treecffa4bbe3453d8ae815c6d924004df58d8bb7a29 /shader.c
parent42af50b090f03e920368de3fd6872cf5b62c918e (diff)
send output
Diffstat (limited to 'shader.c')
-rw-r--r--shader.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/shader.c b/shader.c
index 8cc3926..653960d 100644
--- a/shader.c
+++ b/shader.c
@@ -14,7 +14,7 @@ GLuint createShader(const char *vertexCode, const char *fragmentCode) {
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
- printf("ERROR: Failed to compile vertex shader: %s\n", infoLog);
+ fprintf(stderr, "ERROR: Failed to compile vertex shader: %s\n", infoLog);
}
fragment = glCreateShader(GL_FRAGMENT_SHADER);
@@ -24,7 +24,7 @@ GLuint createShader(const char *vertexCode, const char *fragmentCode) {
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
- printf("ERROR: Failed to compile fragment shader: %s\n", infoLog);
+ fprintf(stderr, "ERROR: Failed to compile fragment shader: %s\n", infoLog);
}
GLuint ShaderProgram = glCreateProgram();
@@ -34,7 +34,7 @@ GLuint createShader(const char *vertexCode, const char *fragmentCode) {
glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &success);
if (!success) {
- printf("Failed to link shaders\n");
+ fprintf(stderr, "Failed to link shaders\n");
}
glDeleteShader(vertex);