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authortheuni <theuni-nospam-@xbmc.org>2012-04-10 17:44:08 -0400
committerTrent Nelson <trent.a.b.nelson@gmail.com>2013-09-13 18:02:45 -0400
commitde2421ce7ea0901b3c863d103199d3cbd6c4e38a (patch)
tree3f577b5ca5211a5d9b34428a865b54c5f8ce9eaa /system
parent3c2ebbae1f826ce51d50a0dd8db0523dddf31cfd (diff)
[GLSL] cut diffuse+blend render time by 1/3
Mainly seen when we're fading in/out. Mali likes this ordering better for some reason, ops go from 3 to 2 (according to their profiler). Verified with PVR's compiler that there is no change, it's 2 there either way.
Diffstat (limited to 'system')
-rw-r--r--system/shaders/guishader_frag_multi_blendcolor.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/system/shaders/guishader_frag_multi_blendcolor.glsl b/system/shaders/guishader_frag_multi_blendcolor.glsl
index 8101970110..eff9783b2d 100644
--- a/system/shaders/guishader_frag_multi_blendcolor.glsl
+++ b/system/shaders/guishader_frag_multi_blendcolor.glsl
@@ -28,5 +28,5 @@ uniform lowp vec4 m_unicol;
// SM_MULTI shader
void main ()
{
- gl_FragColor.rgba = (texture2D(m_samp0, m_cord0.xy) * texture2D(m_samp1, m_cord1.xy)).rgba * m_unicol;
+ gl_FragColor.rgba = m_unicol * texture2D(m_samp0, m_cord0.xy) * texture2D(m_samp1, m_cord1.xy);
}