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authorpommicket <pommicket@gmail.com>2022-11-03 17:47:09 -0400
committerpommicket <pommicket@gmail.com>2022-11-03 17:47:09 -0400
commit1e49845629e93d4513b9388c524d7d1e0ac945f8 (patch)
tree041b428b3bf81102b4baad0eecec287febe36427 /gl.c
parent809ce7cdc95cd602223333b53761735238b5b48a (diff)
custom shaders now use #version 130 if possible
like i promised they would
Diffstat (limited to 'gl.c')
-rw-r--r--gl.c24
1 files changed, 19 insertions, 5 deletions
diff --git a/gl.c b/gl.c
index 1d6cb14..ddb4ba4 100644
--- a/gl.c
+++ b/gl.c
@@ -77,10 +77,26 @@ static void gl_get_procs(void) {
#undef gl_get_proc
}
+static GLuint glsl_version(void) {
+ int v = gl_version_major * 100 + gl_version_minor * 10;
+ switch (v) {
+ case 200: return 110;
+ case 210: return 120;
+ }
+ // don't go above 130. i don't want to write two different shaders one using varying and one using whatever new stuff GLSL has these days
+ return 130;
+}
+
// compile a GLSL shader
static GLuint gl_compile_shader(char error_buf[256], char const *code, GLenum shader_type) {
GLuint shader = glCreateShader(shader_type);
- glShaderSource(shader, 1, &code, NULL);
+ char header[32];
+ strbuf_printf(header, "#version %u\n#line 1\n", glsl_version());
+ const char *sources[2] = {
+ header,
+ code
+ };
+ glShaderSource(shader, 2, sources, NULL);
glCompileShader(shader);
GLint status = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
@@ -171,8 +187,7 @@ static GLuint gl_geometry_v_color;
static GLuint gl_geometry_vbo, gl_geometry_vao;
static void gl_geometry_init(void) {
- char const *vshader_code = "#version 110\n\
- attribute vec2 v_pos;\n\
+ char const *vshader_code = "attribute vec2 v_pos;\n\
attribute vec4 v_color;\n\
varying vec4 color;\n\
void main() {\n\
@@ -180,8 +195,7 @@ static void gl_geometry_init(void) {
color = v_color;\n\
}\n\
";
- char const *fshader_code = "#version 110\n\
- varying vec4 color;\n\
+ char const *fshader_code = "varying vec4 color;\n\
void main() {\n\
gl_FragColor = color;\n\
}\n\