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author | Joe Wilm <joe@jwilm.com> | 2016-02-24 20:37:17 -0800 |
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committer | Joe Wilm <joe@jwilm.com> | 2016-02-24 20:37:17 -0800 |
commit | cda49521457fe922f8b14830f0a8a75a521e4174 (patch) | |
tree | 7c81029298bd73fa8fcac96e2ed48f05778c3544 /res | |
parent | 52266666902c4858e1190e1ad0aa160e3ac56d30 (diff) | |
download | alacritty-cda49521457fe922f8b14830f0a8a75a521e4174.tar.gz alacritty-cda49521457fe922f8b14830f0a8a75a521e4174.zip |
Bit of cleanup
- Commend vertex slice
- Add helper for binding mask texture (and specify that it's a mask)
- Prefix uniform members of ShaderProgram with u_. This makes it easy to
identify in the rest of code.
Diffstat (limited to 'res')
-rw-r--r-- | res/text.f.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/res/text.f.glsl b/res/text.f.glsl index fccddafc..ce9dd41e 100644 --- a/res/text.f.glsl +++ b/res/text.f.glsl @@ -1,11 +1,11 @@ #version 330 core in vec2 TexCoords; -uniform sampler2D text; +uniform sampler2D mask; uniform vec3 textColor; void main() { - vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r); + vec4 sampled = vec4(1.0, 1.0, 1.0, texture(mask, TexCoords).r); gl_FragColor = vec4(textColor, 1.0) * sampled; } |