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authorDavid Robillard <d@drobilla.net>2020-04-04 13:36:47 +0200
committerDavid Robillard <d@drobilla.net>2020-04-04 13:36:47 +0200
commit20fd80c8f20d0d6bda660bd9a273e0c4a78cb9ac (patch)
treef144e9498a0337bef0d20c9004b024e26a9d2b32 /shaders/rect.frag
parent11800b6179458eb962cd1862e4053efd7f28c2f4 (diff)
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Shader Demo: Support both GL 3 and 4
Diffstat (limited to 'shaders/rect.frag')
-rw-r--r--shaders/rect.frag6
1 files changed, 3 insertions, 3 deletions
diff --git a/shaders/rect.frag b/shaders/rect.frag
index 8622782..ecec50d 100644
--- a/shaders/rect.frag
+++ b/shaders/rect.frag
@@ -8,9 +8,9 @@
specified precisely in pixels to draw sharp lines. The border width is just
hardcoded, but could be made a uniform or vertex attribute easily enough. */
-noperspective in vec2 f_uv;
-noperspective in vec2 f_size;
-noperspective in vec4 f_fillColor;
+INTER(location = 0) noperspective in vec2 f_uv;
+INTER(location = 1) noperspective in vec2 f_size;
+INTER(location = 2) noperspective in vec4 f_fillColor;
layout(location = 0) out vec4 FragColor;