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-rw-r--r--client/shaders/3d_interlaced_merge/opengl_fragment.glsl2
-rw-r--r--client/shaders/3d_interlaced_merge/opengl_vertex.glsl2
-rw-r--r--client/shaders/default_shader/opengl_vertex.glsl4
-rw-r--r--client/shaders/minimap_shader/opengl_vertex.glsl4
-rw-r--r--client/shaders/nodes_shader/opengl_vertex.glsl10
-rw-r--r--client/shaders/object_shader/opengl_vertex.glsl4
-rw-r--r--client/shaders/selection_shader/opengl_vertex.glsl4
7 files changed, 25 insertions, 5 deletions
diff --git a/client/shaders/3d_interlaced_merge/opengl_fragment.glsl b/client/shaders/3d_interlaced_merge/opengl_fragment.glsl
index 7cba61b39..6d3ae5093 100644
--- a/client/shaders/3d_interlaced_merge/opengl_fragment.glsl
+++ b/client/shaders/3d_interlaced_merge/opengl_fragment.glsl
@@ -6,7 +6,7 @@ uniform sampler2D textureFlags;
#define rightImage normalTexture
#define maskImage textureFlags
-varying mediump vec2 varTexCoord;
+varying mediump vec4 varTexCoord;
void main(void)
{
diff --git a/client/shaders/3d_interlaced_merge/opengl_vertex.glsl b/client/shaders/3d_interlaced_merge/opengl_vertex.glsl
index 860049481..224b7d183 100644
--- a/client/shaders/3d_interlaced_merge/opengl_vertex.glsl
+++ b/client/shaders/3d_interlaced_merge/opengl_vertex.glsl
@@ -1,4 +1,4 @@
-varying mediump vec2 varTexCoord;
+varying mediump vec4 varTexCoord;
void main(void)
{
diff --git a/client/shaders/default_shader/opengl_vertex.glsl b/client/shaders/default_shader/opengl_vertex.glsl
index d95a3c2d3..a908ac953 100644
--- a/client/shaders/default_shader/opengl_vertex.glsl
+++ b/client/shaders/default_shader/opengl_vertex.glsl
@@ -3,5 +3,9 @@ varying lowp vec4 varColor;
void main(void)
{
gl_Position = mWorldViewProj * inVertexPosition;
+#ifdef GL_ES
+ varColor = inVertexColor.bgra;
+#else
varColor = inVertexColor;
+#endif
}
diff --git a/client/shaders/minimap_shader/opengl_vertex.glsl b/client/shaders/minimap_shader/opengl_vertex.glsl
index 1a9491805..b23d27181 100644
--- a/client/shaders/minimap_shader/opengl_vertex.glsl
+++ b/client/shaders/minimap_shader/opengl_vertex.glsl
@@ -7,5 +7,9 @@ void main(void)
{
varTexCoord = inTexCoord0.st;
gl_Position = mWorldViewProj * inVertexPosition;
+#ifdef GL_ES
+ varColor = inVertexColor.bgra;
+#else
varColor = inVertexColor;
+#endif
}
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl
index c68df4a8e..1a4840d35 100644
--- a/client/shaders/nodes_shader/opengl_vertex.glsl
+++ b/client/shaders/nodes_shader/opengl_vertex.glsl
@@ -146,10 +146,14 @@ void main(void)
// the brightness, so now we have to multiply these
// colors with the color of the incoming light.
// The pre-baked colors are halved to prevent overflow.
- vec4 color;
+#ifdef GL_ES
+ vec4 color = inVertexColor.bgra;
+#else
+ vec4 color = inVertexColor;
+#endif
// The alpha gives the ratio of sunlight in the incoming light.
- float nightRatio = 1.0 - inVertexColor.a;
- color.rgb = inVertexColor.rgb * (inVertexColor.a * dayLight.rgb +
+ float nightRatio = 1.0 - color.a;
+ color.rgb = color.rgb * (color.a * dayLight.rgb +
nightRatio * artificialLight.rgb) * 2.0;
color.a = 1.0;
diff --git a/client/shaders/object_shader/opengl_vertex.glsl b/client/shaders/object_shader/opengl_vertex.glsl
index b4a4d0aaa..f26224e82 100644
--- a/client/shaders/object_shader/opengl_vertex.glsl
+++ b/client/shaders/object_shader/opengl_vertex.glsl
@@ -49,5 +49,9 @@ void main(void)
: directional_ambient(normalize(inVertexNormal));
#endif
+#ifdef GL_ES
+ varColor = inVertexColor.bgra;
+#else
varColor = inVertexColor;
+#endif
}
diff --git a/client/shaders/selection_shader/opengl_vertex.glsl b/client/shaders/selection_shader/opengl_vertex.glsl
index 9ca87a9cf..39dde3056 100644
--- a/client/shaders/selection_shader/opengl_vertex.glsl
+++ b/client/shaders/selection_shader/opengl_vertex.glsl
@@ -6,5 +6,9 @@ void main(void)
varTexCoord = inTexCoord0.st;
gl_Position = mWorldViewProj * inVertexPosition;
+#ifdef GL_ES
+ varColor = inVertexColor.bgra;
+#else
varColor = inVertexColor;
+#endif
}