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Diffstat (limited to 'drivers/gles3/shaders/canvas.glsl')
-rw-r--r--drivers/gles3/shaders/canvas.glsl15
1 files changed, 11 insertions, 4 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index e97ce62daa..31bae66278 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -90,7 +90,6 @@ uniform int h_frames;
uniform int v_frames;
#endif
-VERTEX_SHADER_GLOBALS
#if defined(USE_MATERIAL)
@@ -102,6 +101,8 @@ MATERIAL_UNIFORMS
#endif
+VERTEX_SHADER_GLOBALS
+
void main() {
vec4 vertex_color = color_attrib;
@@ -211,6 +212,11 @@ uniform sampler2D screen_texture; // texunit:-3
#endif
+#if defined(SCREEN_UV_USED)
+
+uniform vec2 screen_pixel_size;
+#endif
+
layout(std140) uniform CanvasItemData {
highp mat4 projection_matrix;
@@ -256,7 +262,7 @@ const bool at_light_pass = false;
uniform mediump vec4 final_modulate;
-FRAGMENT_SHADER_GLOBALS
+
layout(location=0) out mediump vec4 frag_color;
@@ -272,6 +278,7 @@ MATERIAL_UNIFORMS
#endif
+FRAGMENT_SHADER_GLOBALS
void light_compute(inout vec3 light,vec3 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) {
@@ -410,8 +417,8 @@ void main() {
-#if defined(ENABLE_SCREEN_UV)
- vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
+#if defined(SCREEN_UV_USED)
+ vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size;
#endif