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authorraysan5 <[email protected]>2016-01-13 17:13:28 +0100
committerraysan5 <[email protected]>2016-01-13 17:13:28 +0100
commitfb6ef2c2f4fe22552908d339cda541453e43faec (patch)
tree53d86522f6f1a5256e097a2e7bc82ce3e0101526 /shaders/gl330/template.fs
parentbb49102a4b5ae7bf6a34b437b133e8c5e3557f8d (diff)
downloadraylib-fb6ef2c2f4fe22552908d339cda541453e43faec.tar.gz
raylib-fb6ef2c2f4fe22552908d339cda541453e43faec.zip
Vertex shaders optimization
Diffstat (limited to 'shaders/gl330/template.fs')
-rw-r--r--shaders/gl330/template.fs4
1 files changed, 2 insertions, 2 deletions
diff --git a/shaders/gl330/template.fs b/shaders/gl330/template.fs
index 92221959..660e8484 100644
--- a/shaders/gl330/template.fs
+++ b/shaders/gl330/template.fs
@@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
@@ -15,5 +15,5 @@ void main()
// NOTE: Implement here your fragment shader code
- fragColor = texelColor*tintColor;
+ fragColor = texelColor*fragTintColor;
}