Use older GLSL ver for compatibility with OpenGL 2.1

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Epicalert 2021-01-13 17:48:21 +08:00
parent e28e7bf111
commit b05a6bff8f
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GPG key ID: CAA46F858D0979BD

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