mirror of
https://github.com/glfw/glfw.git
synced 2024-11-29 05:22:00 +00:00
Add version directives to GLSL shaders
Although not technically required, I believe it is best practice for shaders to specify which version of the GLSL spec they conform to. Closes #864.
This commit is contained in:
parent
3e4752f99e
commit
1b17a5293c
@ -47,6 +47,7 @@
|
|||||||
#define CURSOR_FRAME_COUNT 60
|
#define CURSOR_FRAME_COUNT 60
|
||||||
|
|
||||||
static const char* vertex_shader_text =
|
static const char* vertex_shader_text =
|
||||||
|
"#version 110\n"
|
||||||
"uniform mat4 MVP;\n"
|
"uniform mat4 MVP;\n"
|
||||||
"attribute vec2 vPos;\n"
|
"attribute vec2 vPos;\n"
|
||||||
"void main()\n"
|
"void main()\n"
|
||||||
@ -55,6 +56,7 @@ static const char* vertex_shader_text =
|
|||||||
"}\n";
|
"}\n";
|
||||||
|
|
||||||
static const char* fragment_shader_text =
|
static const char* fragment_shader_text =
|
||||||
|
"#version 110\n"
|
||||||
"void main()\n"
|
"void main()\n"
|
||||||
"{\n"
|
"{\n"
|
||||||
" gl_FragColor = vec4(1.0);\n"
|
" gl_FragColor = vec4(1.0);\n"
|
||||||
|
@ -38,6 +38,7 @@
|
|||||||
#include "linmath.h"
|
#include "linmath.h"
|
||||||
|
|
||||||
static const char* vertex_shader_text =
|
static const char* vertex_shader_text =
|
||||||
|
"#version 110\n"
|
||||||
"uniform mat4 MVP;\n"
|
"uniform mat4 MVP;\n"
|
||||||
"attribute vec2 vPos;\n"
|
"attribute vec2 vPos;\n"
|
||||||
"varying vec2 texcoord;\n"
|
"varying vec2 texcoord;\n"
|
||||||
@ -48,6 +49,7 @@ static const char* vertex_shader_text =
|
|||||||
"}\n";
|
"}\n";
|
||||||
|
|
||||||
static const char* fragment_shader_text =
|
static const char* fragment_shader_text =
|
||||||
|
"#version 110\n"
|
||||||
"uniform sampler2D texture;\n"
|
"uniform sampler2D texture;\n"
|
||||||
"uniform vec3 color;\n"
|
"uniform vec3 color;\n"
|
||||||
"varying vec2 texcoord;\n"
|
"varying vec2 texcoord;\n"
|
||||||
|
Loading…
Reference in New Issue
Block a user