diff --git a/resources/shaders/gl3/tile_alpha.vs.glsl b/resources/shaders/gl3/tile_alpha.vs.glsl index 83d33a48..1a1d565d 100644 --- a/resources/shaders/gl3/tile_alpha.vs.glsl +++ b/resources/shaders/gl3/tile_alpha.vs.glsl @@ -27,7 +27,7 @@ out vec2 vMaskTexCoord; out float vOpacity; void main(){ - vec2 position = aTilePosition * uTileSize; + vec2 position = vec2(aTilePosition)* uTileSize; vMaskTexCoord = aMaskTexCoord; vColorTexCoord = aColorTexCoord; diff --git a/resources/shaders/gl3/tile_copy.vs.glsl b/resources/shaders/gl3/tile_copy.vs.glsl index 3e22e1f2..dd0be49e 100644 --- a/resources/shaders/gl3/tile_copy.vs.glsl +++ b/resources/shaders/gl3/tile_copy.vs.glsl @@ -20,7 +20,7 @@ uniform vec2 uTileSize; in ivec2 aTilePosition; void main(){ - vec2 position = aTilePosition * uTileSize; + vec2 position = vec2(aTilePosition)* uTileSize; gl_Position = uTransform * vec4(position, 0.0, 1.0); } diff --git a/resources/shaders/gl3/tile_solid.vs.glsl b/resources/shaders/gl3/tile_solid.vs.glsl index 806b6d99..ce32a520 100644 --- a/resources/shaders/gl3/tile_solid.vs.glsl +++ b/resources/shaders/gl3/tile_solid.vs.glsl @@ -23,7 +23,7 @@ in vec2 aColorTexCoord; out vec2 vColorTexCoord; void main(){ - vec2 position = aTilePosition * uTileSize; + vec2 position = vec2(aTilePosition)* uTileSize; vColorTexCoord = aColorTexCoord; gl_Position = uTransform * vec4(position, 0.0, 1.0); } diff --git a/shaders/tile_alpha.vs.glsl b/shaders/tile_alpha.vs.glsl index 46d7bb08..ac480182 100644 --- a/shaders/tile_alpha.vs.glsl +++ b/shaders/tile_alpha.vs.glsl @@ -25,7 +25,7 @@ out vec2 vMaskTexCoord; out float vOpacity; void main() { - vec2 position = aTilePosition * uTileSize; + vec2 position = vec2(aTilePosition) * uTileSize; vMaskTexCoord = aMaskTexCoord; vColorTexCoord = aColorTexCoord; diff --git a/shaders/tile_copy.vs.glsl b/shaders/tile_copy.vs.glsl index 08243b0c..f5b5487d 100644 --- a/shaders/tile_copy.vs.glsl +++ b/shaders/tile_copy.vs.glsl @@ -18,6 +18,6 @@ uniform vec2 uTileSize; in ivec2 aTilePosition; void main() { - vec2 position = aTilePosition * uTileSize; + vec2 position = vec2(aTilePosition) * uTileSize; gl_Position = uTransform * vec4(position, 0.0, 1.0); } diff --git a/shaders/tile_solid.vs.glsl b/shaders/tile_solid.vs.glsl index aeb1a41b..bfbec286 100644 --- a/shaders/tile_solid.vs.glsl +++ b/shaders/tile_solid.vs.glsl @@ -21,7 +21,7 @@ in vec2 aColorTexCoord; out vec2 vColorTexCoord; void main() { - vec2 position = aTilePosition * uTileSize; + vec2 position = vec2(aTilePosition) * uTileSize; vColorTexCoord = aColorTexCoord; gl_Position = uTransform * vec4(position, 0.0, 1.0); }