From 5118189a2b5f7cf1575b03d83320aec0a8a1b65f Mon Sep 17 00:00:00 2001 From: Simon Ser Date: Mon, 8 Jun 2020 15:17:12 +0200 Subject: [PATCH] render/gles2: use .x/.y instead of .s/.t texcoord is a vector of coordinates, with the first member being the X axis value and the second member being the Y axis value. It makes more sense to use the accessors with the same names. --- render/gles2/shaders.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/render/gles2/shaders.c b/render/gles2/shaders.c index 01410d87..4ebfc0bc 100644 --- a/render/gles2/shaders.c +++ b/render/gles2/shaders.c @@ -50,7 +50,7 @@ const GLchar tex_vertex_src[] = "void main() {\n" " gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n" " if (invert_y) {\n" -" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);\n" +" v_texcoord = vec2(texcoord.x, 1.0 - texcoord.y);\n" " } else {\n" " v_texcoord = texcoord;\n" " }\n"