Instead of directly using the GLSL names for the builtins in the
shaders for test-shader and test-pick, this makes it use the Cogl
wrapper names instead. That way it will be portable to GLES2 as well.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
"uniform float step;\n"
"void main (void)\n"
"{\n"
- " gl_FragColor = texture2D(tex, vec2 (gl_TexCoord[0].s + step,\n"
- " gl_TexCoord[0].t));\n"
+ " cogl_color_out = texture2D(tex, vec2 (cogl_tex_coord_in[0].s + step,\n"
+ " cogl_tex_coord_in[0].t));\n"
"}\n");
tex_width = clutter_actor_get_width (actor);
* correctly).
*/
#define FRAGMENT_SHADER_END \
- " gl_FragColor = color;" \
- " gl_FragColor = gl_FragColor * cogl_color_in;" \
+ " cogl_color_out = color * cogl_color_in;" \
"}"
static ShaderSource shaders[]=