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authorDavid Robillard <d@drobilla.net>2023-01-08 20:13:12 -0500
committerDavid Robillard <d@drobilla.net>2023-01-08 22:32:09 -0500
commit5ee8c8f69338870e8062782dfcc08f60d455eb35 (patch)
treec702af776f077aba8b2a24329049adeea3919e73 /examples/shaders/rect.vert
parent94c96f496c9e22af8fdc59042b59408d04d9c496 (diff)
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Add support for OpenGL ES 3.2 in pugl_shader_demo
Diffstat (limited to 'examples/shaders/rect.vert')
-rw-r--r--examples/shaders/rect.vert8
1 files changed, 5 insertions, 3 deletions
diff --git a/examples/shaders/rect.vert b/examples/shaders/rect.vert
index 0fa4dbc..ebdbec5 100644
--- a/examples/shaders/rect.vert
+++ b/examples/shaders/rect.vert
@@ -4,6 +4,8 @@
/* The vertex shader is trivial, but forwards scaled UV coordinates (in pixels)
to the fragment shader for drawing the border. */
+precision mediump float;
+
UBO(binding = 0) uniform UniformBufferObject
{
mat4 projection;
@@ -15,9 +17,9 @@ layout(location = 1) in vec2 v_origin;
layout(location = 2) in vec2 v_size;
layout(location = 3) in vec4 v_fillColor;
-INTER(location = 0) noperspective out vec2 f_uv;
-INTER(location = 1) noperspective out vec2 f_size;
-INTER(location = 2) noperspective out vec4 f_fillColor;
+INTER(location = 0) NOPERSPECTIVE out vec2 f_uv;
+INTER(location = 1) NOPERSPECTIVE out vec2 f_size;
+INTER(location = 2) NOPERSPECTIVE out vec4 f_fillColor;
void
main()