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authorKirill Chibisov <contact@kchibisov.com>2022-10-21 22:19:42 +0300
committerGitHub <noreply@github.com>2022-10-21 22:19:42 +0300
commit5b1dd38806eeb625f45303ab8981f3975f1b7b24 (patch)
tree866202a0b6bbf0f7f2152aaaca1ff22da54e006e /alacritty/src/renderer/text/gles2.rs
parentc3b915b6952f0fa47d362d8f2474b6b8464ac8a7 (diff)
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Fix cursor and underlines always being black
Some old hardware doesn't like universal shader approach for all the rectangle kinds leading to ALU instruction limits. This commit fixes it by splitting the shader per rectangle kind. Fixes #6417.
Diffstat (limited to 'alacritty/src/renderer/text/gles2.rs')
-rw-r--r--alacritty/src/renderer/text/gles2.rs2
1 files changed, 1 insertions, 1 deletions
diff --git a/alacritty/src/renderer/text/gles2.rs b/alacritty/src/renderer/text/gles2.rs
index 01470813..29a80e98 100644
--- a/alacritty/src/renderer/text/gles2.rs
+++ b/alacritty/src/renderer/text/gles2.rs
@@ -474,7 +474,7 @@ impl TextShaderProgram {
let fragment_shader =
if dual_source_blending { &glsl3::TEXT_SHADER_F } else { &TEXT_SHADER_F };
- let program = ShaderProgram::new(shader_version, TEXT_SHADER_V, fragment_shader)?;
+ let program = ShaderProgram::new(shader_version, None, TEXT_SHADER_V, fragment_shader)?;
Ok(Self {
u_projection: program.get_uniform_location(cstr!("projection"))?,