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authorDavid Robillard <d@drobilla.net>2020-04-04 13:36:47 +0200
committerDavid Robillard <d@drobilla.net>2020-04-04 13:36:47 +0200
commit20fd80c8f20d0d6bda660bd9a273e0c4a78cb9ac (patch)
treef144e9498a0337bef0d20c9004b024e26a9d2b32 /shaders
parent11800b6179458eb962cd1862e4053efd7f28c2f4 (diff)
Shader Demo: Support both GL 3 and 4
Diffstat (limited to 'shaders')
-rw-r--r--shaders/header_330.glsl2
-rw-r--r--shaders/header_420.glsl5
-rw-r--r--shaders/rect.frag6
-rw-r--r--shaders/rect.vert6
4 files changed, 13 insertions, 6 deletions
diff --git a/shaders/header_330.glsl b/shaders/header_330.glsl
index 1bcdf05..bfe7a00 100644
--- a/shaders/header_330.glsl
+++ b/shaders/header_330.glsl
@@ -1,3 +1,5 @@
#version 330 core
+#define INTER(qualifiers)
#define UBO(qualifiers) layout(std140)
+
diff --git a/shaders/header_420.glsl b/shaders/header_420.glsl
new file mode 100644
index 0000000..55fbe8a
--- /dev/null
+++ b/shaders/header_420.glsl
@@ -0,0 +1,5 @@
+#version 420 core
+
+#define INTER(qualifiers) layout(qualifiers)
+#define UBO(qualifiers) layout(std140, qualifiers)
+
diff --git a/shaders/rect.frag b/shaders/rect.frag
index 8622782..ecec50d 100644
--- a/shaders/rect.frag
+++ b/shaders/rect.frag
@@ -8,9 +8,9 @@
specified precisely in pixels to draw sharp lines. The border width is just
hardcoded, but could be made a uniform or vertex attribute easily enough. */
-noperspective in vec2 f_uv;
-noperspective in vec2 f_size;
-noperspective in vec4 f_fillColor;
+INTER(location = 0) noperspective in vec2 f_uv;
+INTER(location = 1) noperspective in vec2 f_size;
+INTER(location = 2) noperspective in vec4 f_fillColor;
layout(location = 0) out vec4 FragColor;
diff --git a/shaders/rect.vert b/shaders/rect.vert
index ef8c8cc..09f1917 100644
--- a/shaders/rect.vert
+++ b/shaders/rect.vert
@@ -11,9 +11,9 @@ layout(location = 1) in vec2 v_origin;
layout(location = 2) in vec2 v_size;
layout(location = 3) in vec4 v_fillColor;
-noperspective out vec2 f_uv;
-noperspective out vec2 f_size;
-noperspective out vec4 f_fillColor;
+INTER(location = 0) noperspective out vec2 f_uv;
+INTER(location = 1) noperspective out vec2 f_size;
+INTER(location = 2) noperspective out vec4 f_fillColor;
void
main()