]> git.lizzy.rs Git - dragonfireclient.git/commitdiff
Use vec4 for varTexCoord in interlaced shader (#11004)
authorMuhammad Rifqi Priyo Susanto <muhammadrifqipriyosusanto@gmail.com>
Mon, 1 Mar 2021 12:37:32 +0000 (19:37 +0700)
committerGitHub <noreply@github.com>
Mon, 1 Mar 2021 12:37:32 +0000 (13:37 +0100)
Somewhen in the past, inTexCoord0 was a vec2. Now, it is a vec4.

client/shaders/3d_interlaced_merge/opengl_fragment.glsl
client/shaders/3d_interlaced_merge/opengl_vertex.glsl

index 7cba61b39500da8a53a25ef6c1600a4ffb5f29aa..6d3ae5093d3f8cc7e4701e65c0ffac379a5440e6 100644 (file)
@@ -6,7 +6,7 @@ uniform sampler2D textureFlags;
 #define rightImage normalTexture
 #define maskImage textureFlags
 
-varying mediump vec2 varTexCoord;
+varying mediump vec4 varTexCoord;
 
 void main(void)
 {
index 8600494814ecf0e51405f9a08922c18f129ab0ec..224b7d183f032c0463e1220cebc35d318492b0cb 100644 (file)
@@ -1,4 +1,4 @@
-varying mediump vec2 varTexCoord;
+varying mediump vec4 varTexCoord;
 
 void main(void)
 {