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-rw-r--r--examples/shader-object/main.cpp10
1 files changed, 3 insertions, 7 deletions
diff --git a/examples/shader-object/main.cpp b/examples/shader-object/main.cpp
index 8a5bc8373..88ae24393 100644
--- a/examples/shader-object/main.cpp
+++ b/examples/shader-object/main.cpp
@@ -196,16 +196,12 @@ int main()
// Next, we create a shader object that represents the transformer we want to use.
// To do so, we first need to lookup for the `AddTransformer` type defined in the shader code.
- ComPtr<gfx::IShaderObject> transformer;
- ComPtr<gfx::IShaderObjectLayout> transformerObjectLayout;
- slang::TypeLayoutReflection* addTransformerTypeLayout = slangReflection->getTypeLayout(
- slangReflection->findTypeByName("AddTransformer"));
+ slang::TypeReflection* addTransformerType = slangReflection->findTypeByName("AddTransformer");
// Now we can use this type to create a shader object that can be bound to the root object.
- SLANG_RETURN_ON_FAIL(renderer->createShaderObjectLayout(
- addTransformerTypeLayout, transformerObjectLayout.writeRef()));
+ ComPtr<gfx::IShaderObject> transformer;
SLANG_RETURN_ON_FAIL(
- renderer->createShaderObject(transformerObjectLayout, transformer.writeRef()));
+ renderer->createShaderObject(addTransformerType, transformer.writeRef()));
// Set the `c` field of the `AddTransformer`.
float c = 1.0f;
gfx::ShaderCursor(transformer).getPath("c").setData(&c, sizeof(float));