diff --git a/src/Magnum/Shaders/AbstractVector2D.vert b/src/Magnum/Shaders/AbstractVector2D.vert index 44e75efc9..6e97e6973 100644 --- a/src/Magnum/Shaders/AbstractVector2D.vert +++ b/src/Magnum/Shaders/AbstractVector2D.vert @@ -47,9 +47,9 @@ layout(location = TEXTURECOORDINATES_ATTRIBUTE_LOCATION) #endif in mediump vec2 textureCoordinates; -out mediump vec2 fragmentTextureCoordinates; +out mediump vec2 interpolatedTextureCoordinates; void main() { gl_Position.xywz = vec4(transformationProjectionMatrix*vec3(position, 1.0), 0.0); - fragmentTextureCoordinates = textureCoordinates; + interpolatedTextureCoordinates = textureCoordinates; } diff --git a/src/Magnum/Shaders/AbstractVector3D.vert b/src/Magnum/Shaders/AbstractVector3D.vert index 597705842..8f876f2de 100644 --- a/src/Magnum/Shaders/AbstractVector3D.vert +++ b/src/Magnum/Shaders/AbstractVector3D.vert @@ -47,9 +47,9 @@ layout(location = TEXTURECOORDINATES_ATTRIBUTE_LOCATION) #endif in mediump vec2 textureCoordinates; -out mediump vec2 fragmentTextureCoordinates; +out mediump vec2 interpolatedTextureCoordinates; void main() { gl_Position = transformationProjectionMatrix*position; - fragmentTextureCoordinates = textureCoordinates; + interpolatedTextureCoordinates = textureCoordinates; } diff --git a/src/Magnum/Shaders/DistanceFieldVector.frag b/src/Magnum/Shaders/DistanceFieldVector.frag index 9a68ebb39..91ac21b5f 100644 --- a/src/Magnum/Shaders/DistanceFieldVector.frag +++ b/src/Magnum/Shaders/DistanceFieldVector.frag @@ -67,7 +67,7 @@ layout(binding = 6) #endif uniform lowp sampler2D vectorTexture; -in mediump vec2 fragmentTextureCoordinates; +in mediump vec2 interpolatedTextureCoordinates; #ifdef NEW_GLSL #ifdef EXPLICIT_ATTRIB_LOCATION @@ -77,7 +77,7 @@ out lowp vec4 fragmentColor; #endif void main() { - lowp float intensity = texture(vectorTexture, fragmentTextureCoordinates).r; + lowp float intensity = texture(vectorTexture, interpolatedTextureCoordinates).r; /* Fill color */ fragmentColor = smoothstep(outlineRange.x-smoothness, outlineRange.x+smoothness, intensity)*color; diff --git a/src/Magnum/Shaders/Phong.frag b/src/Magnum/Shaders/Phong.frag index a89b52b4d..51472a03d 100644 --- a/src/Magnum/Shaders/Phong.frag +++ b/src/Magnum/Shaders/Phong.frag @@ -146,7 +146,7 @@ in highp vec3 cameraDirection; #endif #if defined(AMBIENT_TEXTURE) || defined(DIFFUSE_TEXTURE) || defined(SPECULAR_TEXTURE) || defined(NORMAL_TEXTURE) -in mediump vec2 interpolatedTextureCoords; +in mediump vec2 interpolatedTextureCoordinates; #endif #ifdef VERTEX_COLOR @@ -170,13 +170,13 @@ out highp uint fragmentObjectId; void main() { lowp const vec4 finalAmbientColor = #ifdef AMBIENT_TEXTURE - texture(ambientTexture, interpolatedTextureCoords)* + texture(ambientTexture, interpolatedTextureCoordinates)* #endif ambientColor; #if LIGHT_COUNT lowp const vec4 finalDiffuseColor = #ifdef DIFFUSE_TEXTURE - texture(diffuseTexture, interpolatedTextureCoords)* + texture(diffuseTexture, interpolatedTextureCoordinates)* #endif #ifdef VERTEX_COLOR interpolatedVertexColor* @@ -184,7 +184,7 @@ void main() { diffuseColor; lowp const vec4 finalSpecularColor = #ifdef SPECULAR_TEXTURE - texture(specularTexture, interpolatedTextureCoords)* + texture(specularTexture, interpolatedTextureCoordinates)* #endif specularColor; #endif @@ -203,7 +203,7 @@ void main() { normalizedTransformedTangent)), normalizedTransformedNormal ); - normalizedTransformedNormal = tbn*(texture(normalTexture, interpolatedTextureCoords).rgb*2.0 - vec3(1.0)); + normalizedTransformedNormal = tbn*(texture(normalTexture, interpolatedTextureCoordinates).rgb*2.0 - vec3(1.0)); #endif /* Add diffuse color for each light */ diff --git a/src/Magnum/Shaders/Phong.vert b/src/Magnum/Shaders/Phong.vert index 84bbfa5e3..5e6d405d5 100644 --- a/src/Magnum/Shaders/Phong.vert +++ b/src/Magnum/Shaders/Phong.vert @@ -88,9 +88,9 @@ in mediump vec3 tangent; #ifdef EXPLICIT_ATTRIB_LOCATION layout(location = TEXTURECOORDINATES_ATTRIBUTE_LOCATION) #endif -in mediump vec2 textureCoords; +in mediump vec2 textureCoordinates; -out mediump vec2 interpolatedTextureCoords; +out mediump vec2 interpolatedTextureCoordinates; #endif #ifdef VERTEX_COLOR @@ -136,7 +136,7 @@ void main() { #ifdef TEXTURED /* Texture coordinates, if needed */ - interpolatedTextureCoords = textureCoords; + interpolatedTextureCoordinates = textureCoordinates; #endif #ifdef VERTEX_COLOR diff --git a/src/Magnum/Shaders/Vector.frag b/src/Magnum/Shaders/Vector.frag index e3253cd27..34f6cd5af 100644 --- a/src/Magnum/Shaders/Vector.frag +++ b/src/Magnum/Shaders/Vector.frag @@ -49,7 +49,7 @@ layout(binding = 6) #endif uniform lowp sampler2D vectorTexture; -in mediump vec2 fragmentTextureCoordinates; +in mediump vec2 interpolatedTextureCoordinates; #ifdef NEW_GLSL #ifdef EXPLICIT_ATTRIB_LOCATION @@ -59,6 +59,6 @@ out lowp vec4 fragmentColor; #endif void main() { - lowp float intensity = texture(vectorTexture, fragmentTextureCoordinates).r; + lowp float intensity = texture(vectorTexture, interpolatedTextureCoordinates).r; fragmentColor = mix(backgroundColor, color, intensity); }