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authorVitaliy <numzer0@yandex.ru>2020-12-19 22:57:10 +0300
committerGitHub <noreply@github.com>2020-12-19 20:57:10 +0100
commitccbf8029ea6bfc5bb5d4af340bd4c2c0d58fe0ff (patch)
tree9bb8bf7b22d44a45e7a1efd400f465e21ca3d8c9 /src/client/hud.cpp
parent664f5ce9605b580b9500547fff1e54eac553f295 (diff)
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Cleanup shader generation code (#10663)
Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
Diffstat (limited to 'src/client/hud.cpp')
-rw-r--r--src/client/hud.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/client/hud.cpp b/src/client/hud.cpp
index f6497fe25..8d8411ca1 100644
--- a/src/client/hud.cpp
+++ b/src/client/hud.cpp
@@ -100,7 +100,7 @@ Hud::Hud(gui::IGUIEnvironment *guienv, Client *client, LocalPlayer *player,
if (g_settings->getBool("enable_shaders")) {
IShaderSource *shdrsrc = client->getShaderSource();
u16 shader_id = shdrsrc->getShader(
- m_mode == HIGHLIGHT_HALO ? "selection_shader" : "default_shader", 1, 1);
+ m_mode == HIGHLIGHT_HALO ? "selection_shader" : "default_shader", TILE_MATERIAL_ALPHA);
m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material;
} else {
m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;