diff options
author | Simon Ser <contact@emersion.fr> | 2020-06-08 15:17:12 +0200 |
---|---|---|
committer | Drew DeVault <sir@cmpwn.com> | 2020-06-17 09:10:54 -0600 |
commit | 5118189a2b5f7cf1575b03d83320aec0a8a1b65f (patch) | |
tree | 33831db48ec4d23f8b050fe05b8a945c191474c0 /render/gles2/shaders.c | |
parent | d3d1bac1c290e5a383aca7cb857cc33702aeda78 (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.c | 2 |
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" |