From 5fcbf01fcb823d96a2fc26c58fa2fbfe1aaa2673 Mon Sep 17 00:00:00 2001 From: myconid Date: Thu, 30 Aug 2012 14:13:28 +0000 Subject: [PATCH] Using even stricter GLSL typing to please even more compilers... This was SVN commit r12557. --- binaries/data/mods/public/shaders/effects/los_interp.xml | 4 +--- binaries/data/mods/public/shaders/glsl/sky.vs | 2 +- 2 files changed, 2 insertions(+), 4 deletions(-) diff --git a/binaries/data/mods/public/shaders/effects/los_interp.xml b/binaries/data/mods/public/shaders/effects/los_interp.xml index 88f8f62af4..ab6abeb44a 100644 --- a/binaries/data/mods/public/shaders/effects/los_interp.xml +++ b/binaries/data/mods/public/shaders/effects/los_interp.xml @@ -3,9 +3,7 @@ - - - + diff --git a/binaries/data/mods/public/shaders/glsl/sky.vs b/binaries/data/mods/public/shaders/glsl/sky.vs index 42ba080ef4..a02be6b007 100644 --- a/binaries/data/mods/public/shaders/glsl/sky.vs +++ b/binaries/data/mods/public/shaders/glsl/sky.vs @@ -7,5 +7,5 @@ attribute vec2 a_uv0; void main() { gl_Position = gl_ModelViewProjectionMatrix * vec4(a_vertex, 1.0); - v_tex = gl_MultiTexCoord0; + v_tex = gl_MultiTexCoord0.xy; }