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reduced required GLSL version to 1.2

naelstrof преди 7 години
родител
ревизия
ee76d8e0dc
променени са 2 файла, в които са добавени 4 реда и са изтрити 4 реда
  1. 2
    2
      src/glrectangle.cpp
  2. 2
    2
      src/slop.cpp

+ 2
- 2
src/glrectangle.cpp Целия файл

@@ -21,8 +21,8 @@ slop::GLRectangle::GLRectangle( glm::vec2 p1, glm::vec2 p2, float border, float
21 21
     our = ur + glm::vec2(border,border);
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     obr = br + glm::vec2(border,-border);
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     generateBuffers();
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-    std::string vert = "#version 130\n in vec2 position;\n uniform mat4 projection;\n void main() {\n gl_Position = projection*vec4(position,0,1);\n }";
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-    std::string frag = "#version 130\n uniform vec4 color;\n out vec4 outColor;\n void main() {\n outColor = color;\n }";
24
+    std::string vert = "#version 120\nattribute vec2 position;\nuniform mat4 projection;\nvoid main() {\ngl_Position = projection*vec4(position,0,1);\n}";
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+    std::string frag = "#version 120\nuniform vec4 color;\nvoid main() {\ngl_FragColor = color;\n}";
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     shader = new Shader( vert, frag, false );
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 }

+ 2
- 2
src/slop.cpp Целия файл

@@ -171,8 +171,8 @@ slop::SlopSelection slop::XShapeSlopSelect( slop::SlopOptions* options, bool* ca
171 171
 slop::SlopSelection slop::GLSlopSelect( slop::SlopOptions* options, bool* cancelled, SlopWindow* window ) {
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     slop::mouse = new slop::Mouse( x11, options->nodecorations, window->window );
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-    std::string vert = "#version 130\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 uvCoord;\nvoid main()\n{\nuvCoord = uv;\ngl_Position = vec4(position,0,1);\n}\n";
175
-    std::string frag = "#version 130\n uniform sampler2D texture;\n varying vec2 uvCoord;\n out vec4 outColor;\n void main()\n {\n outColor = texture2D( texture, uvCoord );\n }\n";
174
+    std::string vert = "#version 120\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 uvCoord;\nvoid main()\n{\nuvCoord = uv;\ngl_Position = vec4(position,0,1);\n}\n";
175
+    std::string frag = "#version 120\nuniform sampler2D texture;\nvarying vec2 uvCoord;\nvoid main()\n {\ngl_FragColor = texture2D( texture, uvCoord );\n}\n";
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     slop::Shader* textured = new slop::Shader( vert, frag, false );
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     std::vector<slop::Shader*> shaders;
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     for( int i=0;i<options->shaders.size();i++ ) {