filename | src/pvr2/shaders.glsl |
changeset | 1221:f50407acc682 |
prev | 1207:f7ca985659c6 |
next | 1232:e5b12e2fe6ba |
author | nkeynes |
date | Thu Feb 23 15:24:47 2012 +1000 (12 years ago) |
permissions | -rw-r--r-- |
last change | Check for existence of glDrawBuffer (assuming that glReadBuffer will follow). Note only need to guard the common code in gl_fbo.c |
file | annotate | diff | log | raw |
1.1 --- a/src/pvr2/shaders.glsl Tue Feb 07 11:20:00 2012 +10001.2 +++ b/src/pvr2/shaders.glsl Thu Feb 23 15:24:47 2012 +10001.3 @@ -80,13 +80,13 @@1.4 #fragment DEFAULT_FRAGMENT_SHADER1.6 uniform sampler2D primary_texture;1.7 -uniform sampler1D palette_texture;1.8 +uniform sampler2D palette_texture;1.10 void main()1.11 {1.12 vec4 tex = texture2D( primary_texture, gl_TexCoord[0].xy );1.13 if( gl_TexCoord[0].z >= 0.0 ) {1.14 - tex = texture1D( palette_texture, gl_TexCoord[0].z + (tex.a*0.249023) );1.15 + tex = texture2D( palette_texture, vec2(gl_TexCoord[0].z + (tex.a*0.249023),0.5) );1.16 }1.17 /* HACK: unfortunately we have to maintain compatibility with GLSL 1.20,1.18 * which only supports varying float. So since we're propagating texcoord
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