SHADER_TEXTURE_ADD(shared, IMG_MASK_BGRA_NOMUL, tex);
SHADER_TEXTURE_ADD(shared, IMG_MASK_BGRA_NOMUL, texm);
- SHADER_TEXTURE_ADD(shared, MAP_MASK_BGRA, tex);
- SHADER_TEXTURE_ADD(shared, MAP_MASK_BGRA, texm);
- SHADER_TEXTURE_ADD(shared, MAP_MASK_BGRA_NOMUL, tex);
- SHADER_TEXTURE_ADD(shared, MAP_MASK_BGRA_NOMUL, texm);
-
SHADER_TEXTURE_ADD(shared, FONT_MASK, tex);
SHADER_TEXTURE_ADD(shared, FONT_MASK, texm);
{
shader = evas_gl_common_shader_choice(npoints, p, r, g, b, a, !!mtex,
SHADER_IMG_BGRA_NOMUL, SHADER_IMG_BGRA,
- SHADER_MAP_MASK_BGRA_NOMUL, SHADER_MAP_MASK_BGRA);
+ SHADER_IMG_MASK_BGRA_NOMUL, SHADER_IMG_MASK_BGRA);
}
else
{
shader = evas_gl_common_shader_choice(npoints, p, r, g, b, a, !!mtex,
SHADER_TEX_NOMUL, SHADER_TEX,
- SHADER_MAP_MASK_BGRA_NOMUL, SHADER_MAP_MASK_BGRA);
+ SHADER_IMG_MASK_BGRA_NOMUL, SHADER_IMG_MASK_BGRA);
}
}
else
{
shader = evas_gl_common_shader_choice(npoints, p, r, g, b, a, !!mtex,
SHADER_IMG_BGRA_NOMUL, SHADER_IMG_BGRA,
- SHADER_MAP_MASK_BGRA_NOMUL, SHADER_MAP_MASK_BGRA);
+ SHADER_IMG_MASK_BGRA_NOMUL, SHADER_IMG_MASK_BGRA);
}
else
{
shader = evas_gl_common_shader_choice(npoints, p, r, g, b, a, !!mtex,
SHADER_IMG_NOMUL, SHADER_IMG,
- SHADER_MAP_MASK_NOMUL, SHADER_MAP_MASK);
+ SHADER_IMG_MASK_NOMUL, SHADER_IMG_MASK);
}
}
}