render/gles2: use correct type for shader type

Doesn't matter a lot, but let's try to be consistent with the
GL headers.
This commit is contained in:
Simon Ser 2023-02-02 22:42:42 +01:00
parent cfa7696d7b
commit 0534d12b28

View file

@ -610,7 +610,7 @@ static void gles2_log(GLenum src, GLenum type, GLuint id, GLenum severity,
} }
static GLuint compile_shader(struct wlr_gles2_renderer *renderer, static GLuint compile_shader(struct wlr_gles2_renderer *renderer,
GLuint type, const GLchar *src) { GLenum type, const GLchar *src) {
push_gles2_debug(renderer); push_gles2_debug(renderer);
GLuint shader = glCreateShader(type); GLuint shader = glCreateShader(type);