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-rw-r--r--gfx/gl/shaders/basicShader.fs8
-rw-r--r--gfx/gl/shaders/basicShader.vs12
2 files changed, 10 insertions, 10 deletions
diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs
index 35d3ec3..7d79575 100644
--- a/gfx/gl/shaders/basicShader.fs
+++ b/gfx/gl/shaders/basicShader.fs
@@ -1,13 +1,13 @@
-#version 120
+#version 130
-varying vec2 texCoord0;
-varying vec3 normal0;
+in vec2 texCoord0;
+in vec3 normal0;
uniform sampler2D sampler;
uniform vec3 lightDirection;
void main()
{
- gl_FragColor = texture2D(sampler, texCoord0);
+ gl_FragColor = texture(sampler, texCoord0);
gl_FragColor.xyz *= clamp(dot(-lightDirection, normal0), 0.0, 1.0);
}
diff --git a/gfx/gl/shaders/basicShader.vs b/gfx/gl/shaders/basicShader.vs
index e697315..406edc4 100644
--- a/gfx/gl/shaders/basicShader.vs
+++ b/gfx/gl/shaders/basicShader.vs
@@ -1,11 +1,11 @@
-#version 120
+#version 130
-attribute vec3 position;
-attribute vec2 texCoord;
-attribute vec3 normal;
+in vec3 position;
+in vec2 texCoord;
+in vec3 normal;
-varying vec2 texCoord0;
-varying vec3 normal0;
+out vec2 texCoord0;
+out vec3 normal0;
uniform mat4 viewProjection;
uniform mat4 model;