@ -57,7 +57,7 @@ struct gl_shader {
GLuint vertex_shader , fragment_shader ;
GLint proj_uniform ;
GLint tex_uniforms [ 3 ] ;
GLint alpha_uniform ;
GLint view_ alpha_uniform;
GLint color_uniform ;
GLint color_pre_curve_lut_2d_uniform ;
GLint color_pre_curve_lut_scale_offset_uniform ;
@ -283,7 +283,7 @@ gl_shader_create(struct gl_renderer *gr,
shader - > tex_uniforms [ 0 ] = glGetUniformLocation ( shader - > program , " tex " ) ;
shader - > tex_uniforms [ 1 ] = glGetUniformLocation ( shader - > program , " tex1 " ) ;
shader - > tex_uniforms [ 2 ] = glGetUniformLocation ( shader - > program , " tex2 " ) ;
shader - > alpha_uniform = glGetUniformLocation ( shader - > program , " alpha " ) ;
shader - > view_ alpha_uniform = glGetUniformLocation ( shader - > program , " view_ alpha" ) ;
shader - > color_uniform = glGetUniformLocation ( shader - > program ,
" unicolor " ) ;
shader - > color_pre_curve_lut_2d_uniform =
@ -515,7 +515,7 @@ gl_shader_load_config(struct gl_shader *shader,
glUniformMatrix4fv ( shader - > proj_uniform ,
1 , GL_FALSE , sconf - > projection . d ) ;
glUniform4fv ( shader - > color_uniform , 1 , sconf - > unicolor ) ;
glUniform1f ( shader - > alpha_uniform , sconf - > view_alpha ) ;
glUniform1f ( shader - > view_ alpha_uniform, sconf - > view_alpha ) ;
in_tgt = gl_shader_texture_variant_get_target ( sconf - > req . variant ) ;
for ( i = 0 ; i < GL_SHADER_INPUT_TEX_MAX ; i + + ) {
@ -592,7 +592,7 @@ gl_renderer_use_program(struct gl_renderer *gr,
shader = gr - > fallback_shader ;
glUseProgram ( shader - > program ) ;
glUniform4fv ( shader - > color_uniform , 1 , fallback_shader_color ) ;
glUniform1f ( shader - > alpha_uniform , 1.0f ) ;
glUniform1f ( shader - > view_ alpha_uniform, 1.0f ) ;
return false ;
}