aboutsummaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorDavid Robillard <d@drobilla.net>2019-12-07 18:32:29 +0100
committerDavid Robillard <d@drobilla.net>2019-12-11 23:09:46 +0100
commit731fa0d59fc269e00d1f499c49aa3804a30c5b8a (patch)
treed3c924c0f10587741e073dfa53639d5947baf559
parentc61bf06ec27d63e593c00010fc6acbecd854cb20 (diff)
downloadpugl-731fa0d59fc269e00d1f499c49aa3804a30c5b8a.tar.gz
pugl-731fa0d59fc269e00d1f499c49aa3804a30c5b8a.tar.bz2
pugl-731fa0d59fc269e00d1f499c49aa3804a30c5b8a.zip
GL3 Test: Use core profile in shaders
-rw-r--r--shaders/rect.frag2
-rw-r--r--shaders/rect.vert2
2 files changed, 2 insertions, 2 deletions
diff --git a/shaders/rect.frag b/shaders/rect.frag
index d387b30..c5dedf9 100644
--- a/shaders/rect.frag
+++ b/shaders/rect.frag
@@ -1,4 +1,4 @@
-#version 330
+#version 330 core
/* The fragment shader uses the UV coordinates to calculate whether it is in
the T, R, B, or L border. These are then mixed with the border color, and
diff --git a/shaders/rect.vert b/shaders/rect.vert
index 34fe0b3..de74fa7 100644
--- a/shaders/rect.vert
+++ b/shaders/rect.vert
@@ -1,4 +1,4 @@
-#version 330
+#version 330 core
/* The vertex shader is trivial, but forwards scaled UV coordinates (in pixels)
to the fragment shader for drawing the border. */