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author | Andrei Karas <akaras@inbox.ru> | 2014-06-10 13:09:10 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2014-06-10 13:09:10 +0300 |
commit | fcb2f8b6fdfa683ce5ba319b46873a0b61c9c75f (patch) | |
tree | 98182f19e3e42443abfcbaff0cc1158eaa335a68 /data | |
parent | 61e9fc59323157bbd3ea024e816981b975d5b2c8 (diff) | |
download | plus-fcb2f8b6fdfa683ce5ba319b46873a0b61c9c75f.tar.gz plus-fcb2f8b6fdfa683ce5ba319b46873a0b61c9c75f.tar.bz2 plus-fcb2f8b6fdfa683ce5ba319b46873a0b61c9c75f.tar.xz plus-fcb2f8b6fdfa683ce5ba319b46873a0b61c9c75f.zip |
Use same varaible names in simple and texture shaders.
Diffstat (limited to 'data')
-rw-r--r-- | data/graphics/shaders/simple_frag.glsl | 4 | ||||
-rw-r--r-- | data/graphics/shaders/simple_vertex.glsl | 4 | ||||
-rw-r--r-- | data/graphics/shaders/texture_vertex.glsl | 4 |
3 files changed, 6 insertions, 6 deletions
diff --git a/data/graphics/shaders/simple_frag.glsl b/data/graphics/shaders/simple_frag.glsl index a8687cb68..02fbf5519 100644 --- a/data/graphics/shaders/simple_frag.glsl +++ b/data/graphics/shaders/simple_frag.glsl @@ -1,7 +1,7 @@ #version 150 core out vec4 outColor; -uniform vec4 simpleColor; +uniform vec4 color; void main() { - outColor = simpleColor; + outColor = color; } diff --git a/data/graphics/shaders/simple_vertex.glsl b/data/graphics/shaders/simple_vertex.glsl index 1ffca8f77..3be44c6d8 100644 --- a/data/graphics/shaders/simple_vertex.glsl +++ b/data/graphics/shaders/simple_vertex.glsl @@ -1,7 +1,7 @@ #version 150 core -in vec2 simplePos; +in vec2 position; uniform vec2 screen; void main() { - gl_Position = vec4(simplePos.x / screen.x - 1, 1 - simplePos.y / screen.y, 0.0, 1.0); + gl_Position = vec4(position.x / screen.x - 1, 1 - position.y / screen.y, 0.0, 1.0); } diff --git a/data/graphics/shaders/texture_vertex.glsl b/data/graphics/shaders/texture_vertex.glsl index 383181cd9..c86d9211f 100644 --- a/data/graphics/shaders/texture_vertex.glsl +++ b/data/graphics/shaders/texture_vertex.glsl @@ -1,10 +1,10 @@ #version 150 core -in vec2 texturePos; +in vec2 position; in vec2 texcoord; out vec2 Texcoord; uniform vec2 screen; void main() { Texcoord = texcoord; - gl_Position = vec4(texturePos.x / screen.x - 1, 1 - texturePos.y / screen.y, 0.0, 1.0); + gl_Position = vec4(position.x / screen.x - 1, 1 - position.y / screen.y, 0.0, 1.0); } |