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authorTrent Nelson <trent.a.b.nelson@gmail.com>2013-09-15 19:06:18 -0700
committerTrent Nelson <trent.a.b.nelson@gmail.com>2013-09-15 19:06:18 -0700
commit03c1eef9b05933279f71e58d1a164f7937ea76e0 (patch)
tree8074535ae3610bd84cffba4d0523d293e160b9ca /system
parent3b8e1824052fda67d18ae6f041c869cd4a09a2cb (diff)
parent2c05ea9dd6915d0f0ffec19ac58fa1480946f4f1 (diff)
Merge pull request #3247 from t-nelson/pivos_render_improvements
Pivos render improvements
Diffstat (limited to 'system')
-rw-r--r--system/shaders/guishader_frag_default.glsl4
-rw-r--r--system/shaders/guishader_frag_multi_blendcolor.glsl4
-rw-r--r--system/shaders/guishader_frag_texture.glsl4
3 files changed, 6 insertions, 6 deletions
diff --git a/system/shaders/guishader_frag_default.glsl b/system/shaders/guishader_frag_default.glsl
index b622d67815..3e36a3d0d3 100644
--- a/system/shaders/guishader_frag_default.glsl
+++ b/system/shaders/guishader_frag_default.glsl
@@ -19,10 +19,10 @@
*/
precision mediump float;
-varying lowp vec4 m_colour;
+uniform lowp vec4 m_unicol;
// SM_DEFAULT shader
void main ()
{
- gl_FragColor = m_colour;
+ gl_FragColor = m_unicol;
}
diff --git a/system/shaders/guishader_frag_multi_blendcolor.glsl b/system/shaders/guishader_frag_multi_blendcolor.glsl
index 7dc909b3c8..eff9783b2d 100644
--- a/system/shaders/guishader_frag_multi_blendcolor.glsl
+++ b/system/shaders/guishader_frag_multi_blendcolor.glsl
@@ -23,10 +23,10 @@ uniform sampler2D m_samp0;
uniform sampler2D m_samp1;
varying vec4 m_cord0;
varying vec4 m_cord1;
-varying lowp vec4 m_colour;
+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_colour;
+ gl_FragColor.rgba = m_unicol * texture2D(m_samp0, m_cord0.xy) * texture2D(m_samp1, m_cord1.xy);
}
diff --git a/system/shaders/guishader_frag_texture.glsl b/system/shaders/guishader_frag_texture.glsl
index e71716e5bd..9939feb470 100644
--- a/system/shaders/guishader_frag_texture.glsl
+++ b/system/shaders/guishader_frag_texture.glsl
@@ -20,11 +20,11 @@
precision mediump float;
uniform sampler2D m_samp0;
+uniform lowp vec4 m_unicol;
varying vec4 m_cord0;
-varying lowp vec4 m_colour;
// SM_TEXTURE shader
void main ()
{
- gl_FragColor.rgba = vec4(texture2D(m_samp0, m_cord0.xy).rgba * m_colour);
+ gl_FragColor.rgba = vec4(texture2D(m_samp0, m_cord0.xy).rgba * m_unicol);
}