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Make shader names consistent, step 1
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4e74375356
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@ -2,7 +2,7 @@
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/* Need to duplicate these to work around broken stuff on Android.
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/* Need to duplicate these to work around broken stuff on Android.
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* Must enforce alpha = 1.0 or 32-bit games can potentially go black. */
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* Must enforce alpha = 1.0 or 32-bit games can potentially go black. */
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static const char *stock_vertex_xmb_snow = GLSL(
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static const char *stock_vertex_xmb_snow_modern = GLSL(
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attribute vec2 TexCoord;
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attribute vec2 TexCoord;
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attribute vec2 VertexCoord;
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attribute vec2 VertexCoord;
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attribute vec4 Color;
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attribute vec4 Color;
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@ -966,9 +966,9 @@ static void *gl_glsl_init(void *data, const char *path)
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&glsl->uniforms[VIDEO_SHADER_MENU_SEC]);
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&glsl->uniforms[VIDEO_SHADER_MENU_SEC]);
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#if defined(HAVE_OPENGLES)
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#if defined(HAVE_OPENGLES)
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shader_prog_info.vertex = stock_vertex_xmb_snow;
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shader_prog_info.vertex = stock_vertex_xmb_snow_modern;
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#else
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#else
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shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow : stock_vertex_xmb_snow_legacy;
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shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_modern : stock_vertex_xmb_snow_legacy;
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#endif
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#endif
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shader_prog_info.fragment = stock_fragment_xmb_snow;
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shader_prog_info.fragment = stock_fragment_xmb_snow;
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