From cda49521457fe922f8b14830f0a8a75a521e4174 Mon Sep 17 00:00:00 2001 From: Joe Wilm Date: Wed, 24 Feb 2016 20:37:17 -0800 Subject: Bit of cleanup - Commend vertex slice - Add helper for binding mask texture (and specify that it's a mask) - Prefix uniform members of ShaderProgram with u_. This makes it easy to identify in the rest of code. --- res/text.f.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'res') diff --git a/res/text.f.glsl b/res/text.f.glsl index fccddafc..ce9dd41e 100644 --- a/res/text.f.glsl +++ b/res/text.f.glsl @@ -1,11 +1,11 @@ #version 330 core in vec2 TexCoords; -uniform sampler2D text; +uniform sampler2D mask; uniform vec3 textColor; void main() { - vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r); + vec4 sampled = vec4(1.0, 1.0, 1.0, texture(mask, TexCoords).r); gl_FragColor = vec4(textColor, 1.0) * sampled; } -- cgit