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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.
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@ -47,6 +47,7 @@
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#define CURSOR_FRAME_COUNT 60
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#define CURSOR_FRAME_COUNT 60
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static const char* vertex_shader_text =
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static const char* vertex_shader_text =
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"#version 110\n"
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"uniform mat4 MVP;\n"
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"uniform mat4 MVP;\n"
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"attribute vec2 vPos;\n"
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"attribute vec2 vPos;\n"
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"void main()\n"
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"void main()\n"
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@ -55,6 +56,7 @@ static const char* vertex_shader_text =
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"}\n";
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"}\n";
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static const char* fragment_shader_text =
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static const char* fragment_shader_text =
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"#version 110\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" gl_FragColor = vec4(1.0);\n"
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" gl_FragColor = vec4(1.0);\n"
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@ -38,6 +38,7 @@
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#include "linmath.h"
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#include "linmath.h"
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static const char* vertex_shader_text =
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static const char* vertex_shader_text =
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"#version 110\n"
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"uniform mat4 MVP;\n"
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"uniform mat4 MVP;\n"
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"attribute vec2 vPos;\n"
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"attribute vec2 vPos;\n"
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"varying vec2 texcoord;\n"
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"varying vec2 texcoord;\n"
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@ -48,6 +49,7 @@ static const char* vertex_shader_text =
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"}\n";
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"}\n";
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static const char* fragment_shader_text =
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static const char* fragment_shader_text =
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"#version 110\n"
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"uniform sampler2D texture;\n"
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"uniform sampler2D texture;\n"
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"uniform vec3 color;\n"
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"uniform vec3 color;\n"
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"varying vec2 texcoord;\n"
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"varying vec2 texcoord;\n"
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