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authorSimon Ser <contact@emersion.fr>2020-06-08 15:17:12 +0200
committerDrew DeVault <sir@cmpwn.com>2020-06-17 09:10:54 -0600
commit5118189a2b5f7cf1575b03d83320aec0a8a1b65f (patch)
tree33831db48ec4d23f8b050fe05b8a945c191474c0 /render/gles2/shaders.c
parentd3d1bac1c290e5a383aca7cb857cc33702aeda78 (diff)
render/gles2: use .x/.y instead of .s/.t
texcoord is a vector of coordinates, with the first member being the X axis value and the second member being the Y axis value. It makes more sense to use the accessors with the same names.
Diffstat (limited to 'render/gles2/shaders.c')
-rw-r--r--render/gles2/shaders.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/render/gles2/shaders.c b/render/gles2/shaders.c
index 01410d87..4ebfc0bc 100644
--- a/render/gles2/shaders.c
+++ b/render/gles2/shaders.c
@@ -50,7 +50,7 @@ const GLchar tex_vertex_src[] =
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" if (invert_y) {\n"
-" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);\n"
+" v_texcoord = vec2(texcoord.x, 1.0 - texcoord.y);\n"
" } else {\n"
" v_texcoord = texcoord;\n"
" }\n"