diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c index 0324ad64..a212e908 100644 --- a/render/gles2/renderer.c +++ b/render/gles2/renderer.c @@ -181,7 +181,7 @@ static bool wlr_gles2_render_texture_with_matrix( } wlr_texture_bind(texture); - GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, matrix)); + GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix)); GL_CALL(glUniform1i(1, texture->inverted_y)); GL_CALL(glUniform1f(3, alpha)); draw_quad(); @@ -192,7 +192,7 @@ static bool wlr_gles2_render_texture_with_matrix( static void wlr_gles2_render_quad(struct wlr_renderer *wlr_renderer, const float color[static 4], const float matrix[static 9]) { GL_CALL(glUseProgram(shaders.quad)); - GL_CALL(glUniformMatrix3fv(0, 1, GL_FALSE, matrix)); + GL_CALL(glUniformMatrix3fv(0, 1, GL_TRUE, matrix)); GL_CALL(glUniform4f(1, color[0], color[1], color[2], color[3])); draw_quad(); } diff --git a/render/gles2/shaders.c b/render/gles2/shaders.c index a64b941e..2e9386d0 100644 --- a/render/gles2/shaders.c +++ b/render/gles2/shaders.c @@ -10,20 +10,8 @@ const GLchar quad_vertex_src[] = "varying vec4 v_color;" "varying vec2 v_texcoord;" "" -"mat3 transpose(in mat3 inMatrix) {" -" vec3 i0 = inMatrix[0];" -" vec3 i1 = inMatrix[1];" -" vec3 i2 = inMatrix[2];" -" mat3 outMatrix = mat3(" -" vec3(i0.x, i1.x, i2.x)," -" vec3(i0.y, i1.y, i2.y)," -" vec3(i0.z, i1.z, i2.z)" -" );" -" return outMatrix;" -"}" -"" "void main() {" -" gl_Position = vec4(transpose(proj) * vec3(pos, 1.0), 1.0);" +" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);" " v_color = color;" " v_texcoord = texcoord;" "}"; @@ -57,20 +45,8 @@ const GLchar vertex_src[] = "attribute vec2 texcoord;" "varying vec2 v_texcoord;" "" -"mat3 transpose(in mat3 inMatrix) {" -" vec3 i0 = inMatrix[0];" -" vec3 i1 = inMatrix[1];" -" vec3 i2 = inMatrix[2];" -" mat3 outMatrix = mat3(" -" vec3(i0.x, i1.x, i2.x)," -" vec3(i0.y, i1.y, i2.y)," -" vec3(i0.z, i1.z, i2.z)" -" );" -" return outMatrix;" -"}" -"" "void main() {" -" gl_Position = vec4(transpose(proj) * vec3(pos, 1.0), 1.0);" +" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);" " if (invert_y) {" " v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);" " } else {"