diff --git a/Data/Shaders/GLSL/Distance field.frag b/Data/Shaders/GLSL/Distance field.frag index 5853eeeb2e..6d5347e983 100644 --- a/Data/Shaders/GLSL/Distance field.frag +++ b/Data/Shaders/GLSL/Distance field.frag @@ -1,6 +1,6 @@ uniform sampler2D Texture1; -varying vec2 texCoords; +varying vec4 texCoords; varying vec4 vertexColor; float aastep(float threshold, float dist) { @@ -22,6 +22,6 @@ float sample(vec2 tc) { void main(void) { - float dfValue = sample(texCoords); + float dfValue = sample(texCoords.st); gl_FragColor = vec4(vertexColor.rgb, vertexColor.a * dfValue); } diff --git a/Data/Shaders/GLSL/Distance field.vert b/Data/Shaders/GLSL/Distance field.vert index 1d8a59cf10..07312d1d93 100644 --- a/Data/Shaders/GLSL/Distance field.vert +++ b/Data/Shaders/GLSL/Distance field.vert @@ -1,10 +1,11 @@ //We need this shader to pass the vertex color to the frag shader varying vec4 vertexColor; -varying vec2 texCoords; +varying vec4 texCoords; void main(void) { + vec4 position = vec4(gl_Vertex.xyz + gl_Normal * 0.125, 1.0); + gl_Position = gl_ModelViewProjectionMatrix * position; + texCoords = gl_MultiTexCoord0; vertexColor = gl_Color; - texCoords = gl_MultiTexCoord0.st; - gl_Position = gl_Vertex * gl_ModelViewProjectionMatrix; } diff --git a/Themes/_fallback/metrics.ini b/Themes/_fallback/metrics.ini index c42b2d633b..42f7ace513 100644 --- a/Themes/_fallback/metrics.ini +++ b/Themes/_fallback/metrics.ini @@ -1842,7 +1842,7 @@ PrevScreen="ScreenInit" NextScreen=Branch.AfterInit() StartScreen=Branch.TitleMenu() # -ForceTimer=true +ForceTimer=false TimerSeconds=5 # PlayMusic=false @@ -4912,4 +4912,4 @@ AmbientFailedColor=color(".2,.1,.1,1") # Diffuse color of the scene. DiffuseColor=color("1,.95,.95,1") DiffuseDangerColor=color(".8,.1,.1,1") -DiffuseFailedColor=color(".4,.1,.1,1") \ No newline at end of file +DiffuseFailedColor=color(".4,.1,.1,1")