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-rw-r--r--src/main/resources/shaders/chunk.frag4
-rw-r--r--src/main/resources/shaders/chunk.vert6
-rw-r--r--src/main/resources/shaders/chunk_fog.frag4
3 files changed, 7 insertions, 7 deletions
diff --git a/src/main/resources/shaders/chunk.frag b/src/main/resources/shaders/chunk.frag
index cc03a70..1113a2f 100644
--- a/src/main/resources/shaders/chunk.frag
+++ b/src/main/resources/shaders/chunk.frag
@@ -3,7 +3,7 @@ out vec4 FragColor;
in vec2 TexCoord;
in vec2 BTexCoord;
-in vec4 DaColor;
+in vec4 Color;
in vec4 Viewport;
in mat4 ProjInv;
in vec4 FogColor;
@@ -15,7 +15,7 @@ uniform sampler2D lightTex;
void main()
{
vec4 texColor = texture(atlas, TexCoord);
- vec4 colorMult = DaColor/256.0;
+ vec4 colorMult = Color/256.0;
vec4 lightyColor = texture(lightTex, (BTexCoord + 8.0) / 256.0);
diff --git a/src/main/resources/shaders/chunk.vert b/src/main/resources/shaders/chunk.vert
index 5ff6b06..9901ef3 100644
--- a/src/main/resources/shaders/chunk.vert
+++ b/src/main/resources/shaders/chunk.vert
@@ -2,7 +2,7 @@
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec2 aBTexCoord;
-layout (location = 3) in vec4 aDaColor;
+layout (location = 3) in vec4 aColor;
uniform mat4 modelView;
uniform mat4 proj;
@@ -15,7 +15,7 @@ uniform vec3 playerPos;
out vec2 TexCoord;
out vec2 BTexCoord;
-out vec4 DaColor;
+out vec4 Color;
out vec4 Viewport;
out mat4 ProjInv;
out vec4 FogColor;
@@ -26,7 +26,7 @@ void main()
gl_Position = proj * modelView * (vec4(aPos - playerPos, 1.0) + vec4(0, 0.12, 0, 0));
TexCoord = aTexCoord;
BTexCoord = aBTexCoord;
- DaColor = aDaColor;
+ Color = aColor;
Viewport = viewport;
ProjInv = projInv;
FogColor = fogColor;
diff --git a/src/main/resources/shaders/chunk_fog.frag b/src/main/resources/shaders/chunk_fog.frag
index ab188ab..36c10af 100644
--- a/src/main/resources/shaders/chunk_fog.frag
+++ b/src/main/resources/shaders/chunk_fog.frag
@@ -3,7 +3,7 @@ out vec4 FragColor;
in vec2 TexCoord;
in vec2 BTexCoord;
-in vec4 DaColor;
+in vec4 Color;
in vec4 Viewport;
in mat4 ProjInv;
in vec4 FogColor;
@@ -15,7 +15,7 @@ uniform sampler2D lightTex;
void main()
{
vec4 texColor = texture(atlas, TexCoord);
- vec4 colorMult = DaColor/256.0;
+ vec4 colorMult = Color/256.0;
vec4 lightyColor = texture(lightTex, (BTexCoord + 8.0) / 256.0);