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authorDavid Robillard <d@drobilla.net>2020-04-04 13:36:45 +0200
committerDavid Robillard <d@drobilla.net>2020-04-04 13:36:45 +0200
commitecc281c56a8c3c297cfd2f0b6d4671b2000efd9b (patch)
tree6cabb79d95f19da7fc89318fd2aacf5f18c0200e /shaders
parentac3036fd7343ce71377fbfecafd8ba672372a5b9 (diff)
Shader Demo: Factor out version-dependent GLSL header
Diffstat (limited to 'shaders')
-rw-r--r--shaders/header_330.glsl1
-rw-r--r--shaders/rect.frag2
-rw-r--r--shaders/rect.vert2
3 files changed, 1 insertions, 4 deletions
diff --git a/shaders/header_330.glsl b/shaders/header_330.glsl
new file mode 100644
index 0000000..5ae7f43
--- /dev/null
+++ b/shaders/header_330.glsl
@@ -0,0 +1 @@
+#version 330 core
diff --git a/shaders/rect.frag b/shaders/rect.frag
index 5e3af9d..8622782 100644
--- a/shaders/rect.frag
+++ b/shaders/rect.frag
@@ -1,5 +1,3 @@
-#version 330 core
-
/* The fragment shader uses the UV coordinates to calculate whether it is in
the T, R, B, or L border. These are then mixed with the border color, and
their inverse is mixed with the fill color, to calculate the fragment color.
diff --git a/shaders/rect.vert b/shaders/rect.vert
index bf2e951..337f105 100644
--- a/shaders/rect.vert
+++ b/shaders/rect.vert
@@ -1,5 +1,3 @@
-#version 330 core
-
/* The vertex shader is trivial, but forwards scaled UV coordinates (in pixels)
to the fragment shader for drawing the border. */