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-rw-r--r--shaders/gl330/cross_stitching.fs12
1 files changed, 6 insertions, 6 deletions
diff --git a/shaders/gl330/cross_stitching.fs b/shaders/gl330/cross_stitching.fs
index 041bf1dc..dcb26e79 100644
--- a/shaders/gl330/cross_stitching.fs
+++ b/shaders/gl330/cross_stitching.fs
@@ -5,14 +5,14 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
-float stitchingSize = 6.0f;
+float stitchingSize = 6.0;
uniform int invert = 0;
@@ -35,11 +35,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
{
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
- else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ else c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
}
else
{
- if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ if (invert == 1) c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
else c = vec4(0.0, 0.0, 0.0, 1.0);
}