glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glBlendEquation(GL_FUNC_ADD);
- shader_fscolour_use();
- shader_fscolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
+ shader_blitcolour_use();
+ shader_blitcolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
render_fsquad();
glEnable( GL_DEPTH_TEST );
#include "shaders/standard.h"
#include "shaders/vblend.h"
#include "shaders/gpos.h"
-#include "shaders/fscolour.h"
+#include "shaders/blitcolour.h"
#include "shaders/alphatest.h"
typedef struct teleport_gate teleport_gate;
shader_sky_register();
shader_planeinf_register();
shader_gpos_register();
- shader_fscolour_register();
+ shader_blitcolour_register();
shader_alphatest_register();
vg_info( "Loading world resources\n" );
glDisable(GL_CULL_FACE);
glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
glViewport( 0, 0, 1024, 1024 );
- shader_fscolour_use();
- shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+ shader_blitcolour_use();
+ shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
render_fsquad();
/* todo: hmm?? */