| @@ -81,7 +81,9 @@ void main() | |||||
| #define HAVE_SHADER_4 1 | #define HAVE_SHADER_4 1 | ||||
| #if !HAVE_SHADER_4 | |||||
| #if HAVE_SHADER_4 | |||||
| out vec4 out_Color; | |||||
| #else | |||||
| # define out_Color gl_FragColor | # define out_Color gl_FragColor | ||||
| # define in varying | # define in varying | ||||
| # define out | # define out | ||||
| @@ -93,11 +95,10 @@ in vec2 pass_UV; | |||||
| uniform sampler2D u_Texture; | uniform sampler2D u_Texture; | ||||
| out vec4 out_Color; | |||||
| void main(void) | void main(void) | ||||
| { | { | ||||
| vec2 c = gl_PointCoord * (1.0 / 32.0) + pass_UV; | vec2 c = gl_PointCoord * (1.0 / 32.0) + pass_UV; | ||||
| float t = texture2D(u_Texture, c).x; | float t = texture2D(u_Texture, c).x; | ||||
| out_Color = mix(pass_Background, pass_Foreground, t); | out_Color = mix(pass_Background, pass_Foreground, t); | ||||
| } | } | ||||