gl-renderer: rename color uniform to unicolor
A more unique name is easier to grep for. Using 'color' as a local variable might be useful in the future. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
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@@ -78,7 +78,7 @@ varying vec2 v_texcoord;
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uniform sampler2D tex1;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform sampler2D tex2;
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uniform float alpha;
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uniform float alpha;
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uniform vec4 color;
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uniform vec4 unicolor;
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void
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void
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main()
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main()
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@@ -118,7 +118,7 @@ main()
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gl_FragColor = yuva2rgba(y, u, v, alpha);
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gl_FragColor = yuva2rgba(y, u, v, alpha);
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} else if (c_variant == SHADER_VARIANT_SOLID) {
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} else if (c_variant == SHADER_VARIANT_SOLID) {
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gl_FragColor = alpha * color;
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gl_FragColor = alpha * unicolor;
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} else {
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} else {
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/* Never reached, bad variant value. */
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/* Never reached, bad variant value. */
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@@ -235,7 +235,8 @@ gl_shader_create(struct gl_renderer *gr,
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shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
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shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
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shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
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shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
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shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
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shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
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shader->color_uniform = glGetUniformLocation(shader->program, "color");
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shader->color_uniform = glGetUniformLocation(shader->program,
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"unicolor");
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free(conf);
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free(conf);
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