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authorJoe Wilm <joe@jwilm.com>2016-02-24 20:37:17 -0800
committerJoe Wilm <joe@jwilm.com>2016-02-24 20:37:17 -0800
commitcda49521457fe922f8b14830f0a8a75a521e4174 (patch)
tree7c81029298bd73fa8fcac96e2ed48f05778c3544 /res
parent52266666902c4858e1190e1ad0aa160e3ac56d30 (diff)
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.
Diffstat (limited to 'res')
-rw-r--r--res/text.f.glsl4
1 files changed, 2 insertions, 2 deletions
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;
}