--- a/src/pvr2/shaders.glsl Tue Feb 07 11:20:00 2012 +1000 +++ b/src/pvr2/shaders.glsl Thu Feb 23 15:24:47 2012 +1000 @@ -80,13 +80,13 @@ #fragment DEFAULT_FRAGMENT_SHADER uniform sampler2D primary_texture; -uniform sampler1D palette_texture; +uniform sampler2D palette_texture; void main() { vec4 tex = texture2D( primary_texture, gl_TexCoord[0].xy ); if( gl_TexCoord[0].z >= 0.0 ) { - tex = texture1D( palette_texture, gl_TexCoord[0].z + (tex.a*0.249023) ); + tex = texture2D( palette_texture, vec2(gl_TexCoord[0].z + (tex.a*0.249023),0.5) ); } /* HACK: unfortunately we have to maintain compatibility with GLSL 1.20, * which only supports varying float. So since we're propagating texcoord