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:
A. Tombs 2016-09-20 16:27:22 +01:00 коммит произвёл Camilla Löwy
Родитель 3e4752f99e
Коммит 1b17a5293c
2 изменённых файлов: 4 добавлений и 0 удалений

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@ -47,6 +47,7 @@
#define CURSOR_FRAME_COUNT 60
static const char* vertex_shader_text =
"#version 110\n"
"uniform mat4 MVP;\n"
"attribute vec2 vPos;\n"
"void main()\n"
@ -55,6 +56,7 @@ static const char* vertex_shader_text =
"}\n";
static const char* fragment_shader_text =
"#version 110\n"
"void main()\n"
"{\n"
" gl_FragColor = vec4(1.0);\n"

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@ -38,6 +38,7 @@
#include "linmath.h"
static const char* vertex_shader_text =
"#version 110\n"
"uniform mat4 MVP;\n"
"attribute vec2 vPos;\n"
"varying vec2 texcoord;\n"
@ -48,6 +49,7 @@ static const char* vertex_shader_text =
"}\n";
static const char* fragment_shader_text =
"#version 110\n"
"uniform sampler2D texture;\n"
"uniform vec3 color;\n"
"varying vec2 texcoord;\n"