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authorMuhammad Rifqi Priyo Susanto <muhammadrifqipriyosusanto@gmail.com>2021-03-01 19:37:32 +0700
committerGitHub <noreply@github.com>2021-03-01 13:37:32 +0100
commit1abb83b1abde10632442554c90549d81d1b39cd7 (patch)
tree5e07a0c6f7004a85cb678b1bca41364e8f9d691d /client/shaders/3d_interlaced_merge/opengl_fragment.glsl
parent3a2f55bc19bec1cb3f76d0edc30208a1eff11925 (diff)
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Use vec4 for varTexCoord in interlaced shader (#11004)
Somewhen in the past, inTexCoord0 was a vec2. Now, it is a vec4.
Diffstat (limited to 'client/shaders/3d_interlaced_merge/opengl_fragment.glsl')
-rw-r--r--client/shaders/3d_interlaced_merge/opengl_fragment.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/client/shaders/3d_interlaced_merge/opengl_fragment.glsl b/client/shaders/3d_interlaced_merge/opengl_fragment.glsl
index 7cba61b39..6d3ae5093 100644
--- a/client/shaders/3d_interlaced_merge/opengl_fragment.glsl
+++ b/client/shaders/3d_interlaced_merge/opengl_fragment.glsl
@@ -6,7 +6,7 @@ uniform sampler2D textureFlags;
#define rightImage normalTexture
#define maskImage textureFlags
-varying mediump vec2 varTexCoord;
+varying mediump vec4 varTexCoord;
void main(void)
{