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author | Trent Nelson <trent.a.b.nelson@gmail.com> | 2013-09-15 19:06:18 -0700 |
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committer | Trent Nelson <trent.a.b.nelson@gmail.com> | 2013-09-15 19:06:18 -0700 |
commit | 03c1eef9b05933279f71e58d1a164f7937ea76e0 (patch) | |
tree | 8074535ae3610bd84cffba4d0523d293e160b9ca /system | |
parent | 3b8e1824052fda67d18ae6f041c869cd4a09a2cb (diff) | |
parent | 2c05ea9dd6915d0f0ffec19ac58fa1480946f4f1 (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.glsl | 4 | ||||
-rw-r--r-- | system/shaders/guishader_frag_multi_blendcolor.glsl | 4 | ||||
-rw-r--r-- | system/shaders/guishader_frag_texture.glsl | 4 |
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); } |