geomstrings_list[geomstrings_count++] = sourcestring;
fragstrings_list[fragstrings_count++] = sourcestring;
+ // we don't currently use geometry shaders for anything, so just empty the list
+ geomstrings_count = 0;
+
// compile the shader program
if (vertstrings_count + geomstrings_count + fragstrings_count)
p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);