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author | David Robillard <d@drobilla.net> | 2020-04-04 13:36:45 +0200 |
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committer | David Robillard <d@drobilla.net> | 2020-04-04 13:36:45 +0200 |
commit | ecc281c56a8c3c297cfd2f0b6d4671b2000efd9b (patch) | |
tree | 6cabb79d95f19da7fc89318fd2aacf5f18c0200e /shaders/rect.frag | |
parent | ac3036fd7343ce71377fbfecafd8ba672372a5b9 (diff) | |
download | pugl-ecc281c56a8c3c297cfd2f0b6d4671b2000efd9b.tar.gz pugl-ecc281c56a8c3c297cfd2f0b6d4671b2000efd9b.tar.bz2 pugl-ecc281c56a8c3c297cfd2f0b6d4671b2000efd9b.zip |
Shader Demo: Factor out version-dependent GLSL header
Diffstat (limited to 'shaders/rect.frag')
-rw-r--r-- | shaders/rect.frag | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/shaders/rect.frag b/shaders/rect.frag index 5e3af9d..8622782 100644 --- a/shaders/rect.frag +++ b/shaders/rect.frag @@ -1,5 +1,3 @@ -#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 their inverse is mixed with the fill color, to calculate the fragment color. |