diff --git a/GPU/GLES/FragmentShaderGenerator.cpp b/GPU/GLES/FragmentShaderGenerator.cpp index 92d5d67fb7..dd54d00269 100644 --- a/GPU/GLES/FragmentShaderGenerator.cpp +++ b/GPU/GLES/FragmentShaderGenerator.cpp @@ -181,15 +181,15 @@ void GenerateFragmentShader(char *buffer) { } else { // texfmt == RGB switch (gstate.texfunc & 0x7) { case GE_TEXFUNC_MODULATE: - WRITE(p, " vec4 v = vec4(t.rgb * p.rgb, p.a)%s;\n", secondary); break; + WRITE(p, " vec4 v = vec4(t.rgb * p.rgb, p.a)%s;\n", secondary); break; case GE_TEXFUNC_DECAL: - WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary); break; + WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary); break; case GE_TEXFUNC_BLEND: - WRITE(p, " vec4 v = vec4(1.0 - t.rgb) * p.rgb + t.rgb * u_texenv.rgb, p.a)%s;\n", secondary); break; + WRITE(p, " vec4 v = vec4(1.0 - t.rgb) * p.rgb + t.rgb * u_texenv.rgb, p.a)%s;\n", secondary); break; case GE_TEXFUNC_REPLACE: - WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary); break; + WRITE(p, " vec4 v = vec4(t.rgb, p.a)%s;\n", secondary); break; case GE_TEXFUNC_ADD: - WRITE(p, " vec4 v = vec4(t.rgb + p.rgb, p.a)%s;\n", secondary); break; + WRITE(p, " vec4 v = vec4(t.rgb + p.rgb, p.a)%s;\n", secondary); break; default: WRITE(p, " vec4 v = p;\n"); break; } diff --git a/GPU/GLES/VertexShaderGenerator.cpp b/GPU/GLES/VertexShaderGenerator.cpp index b3dc7495f4..f6218527dc 100644 --- a/GPU/GLES/VertexShaderGenerator.cpp +++ b/GPU/GLES/VertexShaderGenerator.cpp @@ -300,7 +300,7 @@ void GenerateVertexShader(int prim, char *buffer) { if (hasColor) { WRITE(p, " lowp vec3 unlitColor = a_color0.rgb;\n"); } else { - WRITE(p, " lowp vec3 unlitColor = vec3(1.0);\n"); + WRITE(p, " lowp vec3 unlitColor = u_matambientalpha;\n"); } // TODO: Declare variables for dots for shade mapping if needed.