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-rw-r--r--render/gles2/shaders.c53
1 files changed, 26 insertions, 27 deletions
diff --git a/render/gles2/shaders.c b/render/gles2/shaders.c
index 38c61f9c..c8ba2ae6 100644
--- a/render/gles2/shaders.c
+++ b/render/gles2/shaders.c
@@ -10,17 +10,17 @@ const GLchar quad_vertex_src[] =
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"mat4 transpose(in mat4 inMatrix) {"
-" vec4 i0 = inMatrix[0];"
-" vec4 i1 = inMatrix[1];"
-" vec4 i2 = inMatrix[2];"
-" vec4 i3 = inMatrix[3];"
-" mat4 outMatrix = mat4("
-" vec4(i0.x, i1.x, i2.x, i3.x),"
-" vec4(i0.y, i1.y, i2.y, i3.y),"
-" vec4(i0.z, i1.z, i2.z, i3.z),"
-" vec4(i0.w, i1.w, i2.w, i3.w)"
-" );"
-" return outMatrix;"
+" vec4 i0 = inMatrix[0];"
+" vec4 i1 = inMatrix[1];"
+" vec4 i2 = inMatrix[2];"
+" vec4 i3 = inMatrix[3];"
+" mat4 outMatrix = mat4("
+" vec4(i0.x, i1.x, i2.x, i3.x),"
+" vec4(i0.y, i1.y, i2.y, i3.y),"
+" vec4(i0.z, i1.z, i2.z, i3.z),"
+" vec4(i0.w, i1.w, i2.w, i3.w)"
+" );"
+" return outMatrix;"
"}"
"void main() {"
" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
@@ -55,21 +55,20 @@ const GLchar vertex_src[] =
"attribute vec2 texcoord;"
"varying vec2 v_texcoord;"
"mat4 transpose(in mat4 inMatrix) {"
-" vec4 i0 = inMatrix[0];"
-" vec4 i1 = inMatrix[1];"
-" vec4 i2 = inMatrix[2];"
-" vec4 i3 = inMatrix[3];"
-" mat4 outMatrix = mat4("
-" vec4(i0.x, i1.x, i2.x, i3.x),"
-" vec4(i0.y, i1.y, i2.y, i3.y),"
-" vec4(i0.z, i1.z, i2.z, i3.z),"
-" vec4(i0.w, i1.w, i2.w, i3.w)"
-" );"
-""
-" return outMatrix;"
+" vec4 i0 = inMatrix[0];"
+" vec4 i1 = inMatrix[1];"
+" vec4 i2 = inMatrix[2];"
+" vec4 i3 = inMatrix[3];"
+" mat4 outMatrix = mat4("
+" vec4(i0.x, i1.x, i2.x, i3.x),"
+" vec4(i0.y, i1.y, i2.y, i3.y),"
+" vec4(i0.z, i1.z, i2.z, i3.z),"
+" vec4(i0.w, i1.w, i2.w, i3.w)"
+" );"
+" return outMatrix;"
"}"
"void main() {"
-" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
+" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
" if (invert_y) {"
" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
" } else {"
@@ -83,7 +82,7 @@ const GLchar fragment_src_rgba[] =
"uniform sampler2D tex;"
"uniform float alpha;"
"void main() {"
-" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
+" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
"}";
const GLchar fragment_src_rgbx[] =
@@ -92,8 +91,8 @@ const GLchar fragment_src_rgbx[] =
"uniform sampler2D tex;"
"uniform float alpha;"
"void main() {"
-" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
-" gl_FragColor.a = alpha;"
+" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
+" gl_FragColor.a = alpha;"
"}";
const GLchar fragment_src_external[] =