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authorTomaž Vajngerl <tomaz.vajngerl@collabora.co.uk>2015-08-24 15:00:26 +0900
committerTomaž Vajngerl <tomaz.vajngerl@collabora.co.uk>2015-08-24 19:08:10 +0900
commitbdce4e29191aa5bd029efa242e094aba45c44869 (patch)
tree5088ad08e3d44dbda6fc901ae0afe3eaebff56c3 /vcl/Package_opengl.mk
parentb26ba85d04e81f48622dfdbb71d9d80b54dacc40 (diff)
opengl: push mask coords to the shaders along the image coords
If using the same texture to store the image and mask data (for example when using texture atlas) the mask and image (RGB) coords aren't the same anymore. With this commit we always define the mask coords separately. Change-Id: Ie33f87a6e9ab398972c6a3d5938e5f1364c82d36
Diffstat (limited to 'vcl/Package_opengl.mk')
-rw-r--r--vcl/Package_opengl.mk1
1 files changed, 1 insertions, 0 deletions
diff --git a/vcl/Package_opengl.mk b/vcl/Package_opengl.mk
index 0a54ad6490c1..2628dcd5d0bb 100644
--- a/vcl/Package_opengl.mk
+++ b/vcl/Package_opengl.mk
@@ -19,6 +19,7 @@ $(eval $(call gb_Package_add_files,vcl_opengl_shader,$(LIBO_ETC_FOLDER)/opengl,\
convolutionFragmentShader.glsl \
linearGradientFragmentShader.glsl \
maskFragmentShader.glsl \
+ maskedTextureVertexShader.glsl \
maskedTextureFragmentShader.glsl \
radialGradientFragmentShader.glsl \
replaceColorFragmentShader.glsl \