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Avoid inVertexColor name collision

This commit is contained in:
sfan5
2026-01-09 19:19:26 +01:00
committed by SmallJoker
parent 1475570a34
commit b80e3f0ad7
4 changed files with 7 additions and 7 deletions

View File

@@ -720,7 +720,7 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
ATTRIBUTE_(0) highp vec4 inVertexPosition;
ATTRIBUTE_(1) mediump vec3 inVertexNormal;
ATTRIBUTE_(2) lowp vec4 inVertexColor;
ATTRIBUTE_(2) lowp vec4 inVertexColor_raw;
ATTRIBUTE_(3) mediump float inVertexAux;
ATTRIBUTE_(4) mediump vec2 inTexCoord0;
ATTRIBUTE_(5) mediump vec2 inTexCoord1;
@@ -734,7 +734,7 @@ void ShaderSource::generateShader(ShaderInfo &shaderinfo)
}
// Our vertex color has components reversed compared to what OpenGL
// normally expects, so we need to take that into account.
vertex_header += "#define inVertexColor (inVertexColor.bgra)\n";
vertex_header += "#define inVertexColor (inVertexColor_raw.bgra)\n";
fragment_header = "";
if (use_glsl3) {