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-rw-r--r--system/shaders/guishader_frag_multi_blendcolor.glsl4
-rw-r--r--system/shaders/guishader_frag_texture.glsl4
2 files changed, 4 insertions, 4 deletions
diff --git a/system/shaders/guishader_frag_multi_blendcolor.glsl b/system/shaders/guishader_frag_multi_blendcolor.glsl
index 7dc909b3c8..8101970110 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 = (texture2D(m_samp0, m_cord0.xy) * texture2D(m_samp1, m_cord1.xy)).rgba * m_unicol;
}
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);
}