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author | David Robillard <d@drobilla.net> | 2023-01-08 20:13:12 -0500 |
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committer | David Robillard <d@drobilla.net> | 2023-01-08 22:32:09 -0500 |
commit | 5ee8c8f69338870e8062782dfcc08f60d455eb35 (patch) | |
tree | c702af776f077aba8b2a24329049adeea3919e73 /examples/shaders/rect.vert | |
parent | 94c96f496c9e22af8fdc59042b59408d04d9c496 (diff) | |
download | pugl-5ee8c8f69338870e8062782dfcc08f60d455eb35.tar.gz pugl-5ee8c8f69338870e8062782dfcc08f60d455eb35.tar.bz2 pugl-5ee8c8f69338870e8062782dfcc08f60d455eb35.zip |
Add support for OpenGL ES 3.2 in pugl_shader_demo
Diffstat (limited to 'examples/shaders/rect.vert')
-rw-r--r-- | examples/shaders/rect.vert | 8 |
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() |