diff --git a/engine/src/flutter/impeller/entity/shaders/linear_to_srgb_filter.frag b/engine/src/flutter/impeller/entity/shaders/linear_to_srgb_filter.frag index 92b90ac617e..bb9edb7961f 100644 --- a/engine/src/flutter/impeller/entity/shaders/linear_to_srgb_filter.frag +++ b/engine/src/flutter/impeller/entity/shaders/linear_to_srgb_filter.frag @@ -16,13 +16,13 @@ uniform FragInfo { } frag_info; -in highp vec2 texture_coords; +in highp vec2 v_texture_coords; out f16vec4 frag_color; void main() { f16vec4 input_color = - texture(input_texture, texture_coords) * frag_info.input_alpha; + texture(input_texture, v_texture_coords) * frag_info.input_alpha; f16vec4 color = IPHalfUnpremultiply(input_color); for (int i = 0; i < 3; i++) { diff --git a/engine/src/flutter/impeller/entity/shaders/srgb_to_linear_filter.frag b/engine/src/flutter/impeller/entity/shaders/srgb_to_linear_filter.frag index f29dc15c309..7e22dfc2ff2 100644 --- a/engine/src/flutter/impeller/entity/shaders/srgb_to_linear_filter.frag +++ b/engine/src/flutter/impeller/entity/shaders/srgb_to_linear_filter.frag @@ -16,12 +16,12 @@ uniform FragInfo { } frag_info; -in highp vec2 texture_coords; +in highp vec2 v_texture_coords; out vec4 frag_color; void main() { vec4 input_color = - texture(input_texture, texture_coords) * frag_info.input_alpha; + texture(input_texture, v_texture_coords) * frag_info.input_alpha; vec4 color = IPUnpremultiply(input_color); for (int i = 0; i < 3; i++) { diff --git a/engine/src/flutter/impeller/entity/shaders/yuv_to_rgb_filter.frag b/engine/src/flutter/impeller/entity/shaders/yuv_to_rgb_filter.frag index 708a2c0c037..40b1a5671ee 100644 --- a/engine/src/flutter/impeller/entity/shaders/yuv_to_rgb_filter.frag +++ b/engine/src/flutter/impeller/entity/shaders/yuv_to_rgb_filter.frag @@ -20,7 +20,7 @@ uniform FragInfo { } frag_info; -in highp vec2 texture_coords; +in highp vec2 v_texture_coords; out f16vec4 frag_color; @@ -31,7 +31,7 @@ void main() { yuv_offset.x = 16.0hf / 255.0hf; } - yuv.x = texture(y_texture, texture_coords).r; - yuv.yz = texture(uv_texture, texture_coords).rg; + yuv.x = texture(y_texture, v_texture_coords).r; + yuv.yz = texture(uv_texture, v_texture_coords).rg; frag_color = f16mat4(frag_info.matrix) * f16vec4(yuv - yuv_offset, 1.0hf); }