Use older GLSL ver for compatibility with OpenGL 2.1
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					@ -112,10 +112,10 @@ void initTexture (GLuint* texNum, const char* path) {
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void initShader() {
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					void initShader() {
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	const char* vsSrc = 
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						const char* vsSrc = 
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		"#version 150\n"
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							"#version 120\n"
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		"in vec2 position;"
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							"attribute vec2 position;"
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		"in vec2 texcoord;"
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							"attribute vec2 texcoord;"
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		"out vec2 uv;"
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							"varying vec2 uv;"
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		"uniform mat4 transMatrix;"
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							"uniform mat4 transMatrix;"
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		"void main () {"
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							"void main () {"
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		"gl_Position = transMatrix * vec4(position, 0.0, 1.0);"
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							"gl_Position = transMatrix * vec4(position, 0.0, 1.0);"
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					@ -123,12 +123,11 @@ void initShader() {
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		"}";
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							"}";
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	const char* fsSrc = 
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						const char* fsSrc = 
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		"#version 150\n"
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							"#version 120\n"
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		"in vec2 uv;"
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							"varying vec2 uv;"
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		"out vec4 color;"
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		"uniform sampler2D tex;"
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							"uniform sampler2D tex;"
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		"void main () {"
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							"void main () {"
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		"color = texture(tex, uv);"
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							"gl_FragColor = texture2D(tex, uv);"
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		"}";
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							"}";
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	//compile vert shader
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						//compile vert shader
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					@ -152,7 +151,7 @@ void initShader() {
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	shader = glCreateProgram();
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						shader = glCreateProgram();
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	glAttachShader(shader, vs);
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						glAttachShader(shader, vs);
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	glAttachShader(shader, fs);
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						glAttachShader(shader, fs);
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	glBindFragDataLocation(shader, 0, "color");
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						//glBindFragDataLocation(shader, 0, "color");
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	glLinkProgram(shader);
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						glLinkProgram(shader);
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	glUseProgram(shader);
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						glUseProgram(shader);
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