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.
master
Simon Ser 5 years ago committed by Drew DeVault
parent d3d1bac1c2
commit 5118189a2b

@ -50,7 +50,7 @@ const GLchar tex_vertex_src[] =
"void main() {\n" "void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n" " gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" if (invert_y) {\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" " } else {\n"
" v_texcoord = texcoord;\n" " v_texcoord = texcoord;\n"
" }\n" " }\n"

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