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author | David Robillard <d@drobilla.net> | 2019-12-07 18:32:29 +0100 |
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committer | David Robillard <d@drobilla.net> | 2019-12-11 23:09:46 +0100 |
commit | 731fa0d59fc269e00d1f499c49aa3804a30c5b8a (patch) | |
tree | d3c924c0f10587741e073dfa53639d5947baf559 | |
parent | c61bf06ec27d63e593c00010fc6acbecd854cb20 (diff) | |
download | pugl-731fa0d59fc269e00d1f499c49aa3804a30c5b8a.tar.gz pugl-731fa0d59fc269e00d1f499c49aa3804a30c5b8a.tar.bz2 pugl-731fa0d59fc269e00d1f499c49aa3804a30c5b8a.zip |
GL3 Test: Use core profile in shaders
-rw-r--r-- | shaders/rect.frag | 2 | ||||
-rw-r--r-- | shaders/rect.vert | 2 |
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. */ |