Make shader names consistent, step 1

This commit is contained in:
Jean-André Santoni 2016-11-19 00:20:52 +01:00
parent 4e74375356
commit 3b2b7580db
2 changed files with 3 additions and 3 deletions

View File

@ -2,7 +2,7 @@
/* Need to duplicate these to work around broken stuff on Android. /* Need to duplicate these to work around broken stuff on Android.
* Must enforce alpha = 1.0 or 32-bit games can potentially go black. */ * Must enforce alpha = 1.0 or 32-bit games can potentially go black. */
static const char *stock_vertex_xmb_snow = GLSL( static const char *stock_vertex_xmb_snow_modern = GLSL(
attribute vec2 TexCoord; attribute vec2 TexCoord;
attribute vec2 VertexCoord; attribute vec2 VertexCoord;
attribute vec4 Color; attribute vec4 Color;

View File

@ -966,9 +966,9 @@ static void *gl_glsl_init(void *data, const char *path)
&glsl->uniforms[VIDEO_SHADER_MENU_SEC]); &glsl->uniforms[VIDEO_SHADER_MENU_SEC]);
#if defined(HAVE_OPENGLES) #if defined(HAVE_OPENGLES)
shader_prog_info.vertex = stock_vertex_xmb_snow; shader_prog_info.vertex = stock_vertex_xmb_snow_modern;
#else #else
shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow : stock_vertex_xmb_snow_legacy; shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_modern : stock_vertex_xmb_snow_legacy;
#endif #endif
shader_prog_info.fragment = stock_fragment_xmb_snow; shader_prog_info.fragment = stock_fragment_xmb_snow;