diff --git a/gfx/drivers/gl_shaders/modern_pipeline_snow.glsl.vert.h b/gfx/drivers/gl_shaders/modern_pipeline_snow.glsl.vert.h index 0ebbf254dd..405ab02e96 100644 --- a/gfx/drivers/gl_shaders/modern_pipeline_snow.glsl.vert.h +++ b/gfx/drivers/gl_shaders/modern_pipeline_snow.glsl.vert.h @@ -2,7 +2,7 @@ /* Need to duplicate these to work around broken stuff on Android. * Must enforce alpha = 1.0 or 32-bit games can potentially go black. */ -static const char *stock_vertex_xmb_snow = GLSL( +static const char *stock_vertex_xmb_snow_modern = GLSL( attribute vec2 TexCoord; attribute vec2 VertexCoord; attribute vec4 Color; diff --git a/gfx/drivers_shader/shader_glsl.c b/gfx/drivers_shader/shader_glsl.c index 17570cdbda..cd956100a0 100644 --- a/gfx/drivers_shader/shader_glsl.c +++ b/gfx/drivers_shader/shader_glsl.c @@ -966,9 +966,9 @@ static void *gl_glsl_init(void *data, const char *path) &glsl->uniforms[VIDEO_SHADER_MENU_SEC]); #if defined(HAVE_OPENGLES) - shader_prog_info.vertex = stock_vertex_xmb_snow; + shader_prog_info.vertex = stock_vertex_xmb_snow_modern; #else - shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow : stock_vertex_xmb_snow_legacy; + shader_prog_info.vertex = glsl_core ? stock_vertex_xmb_snow_modern : stock_vertex_xmb_snow_legacy; #endif shader_prog_info.fragment = stock_fragment_xmb_snow;