diff options
Diffstat (limited to 'client/shaders/nodes_shader/opengl_fragment.glsl')
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 36d47d1f5..82c87073a 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -15,11 +15,12 @@ varying vec3 vPosition; // cameraOffset + worldPosition (for large coordinates the limits of float // precision must be considered). varying vec3 worldPosition; - +varying lowp vec4 varColor; +varying mediump vec2 varTexCoord; varying vec3 eyeVec; const float fogStart = FOG_START; -const float fogShadingParameter = 1 / ( 1 - fogStart); +const float fogShadingParameter = 1.0 / ( 1.0 - fogStart); #ifdef ENABLE_TONE_MAPPING @@ -56,13 +57,13 @@ vec4 applyToneMapping(vec4 color) void main(void) { vec3 color; - vec2 uv = gl_TexCoord[0].st; + vec2 uv = varTexCoord.st; vec4 base = texture2D(baseTexture, uv).rgba; - #ifdef USE_DISCARD // If alpha is zero, we can just discard the pixel. This fixes transparency - // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa. + // on GPUs like GC7000L, where GL_ALPHA_TEST is not implemented in mesa, + // and also on GLES 2, where GL_ALPHA_TEST is missing entirely. if (base.a == 0.0) { discard; } @@ -70,7 +71,7 @@ void main(void) color = base.rgb; - vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); + vec4 col = vec4(color.rgb * varColor.rgb, 1.0); #ifdef ENABLE_TONE_MAPPING col = applyToneMapping(col); |