From e4ae52e8891364652a8e8247f82d23b5e1aca7fc Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Fri, 12 Feb 2021 01:25:37 +0000 Subject: Update glsl version and interface --- gfx/gl/shaders/basicShader.fs | 8 ++++---- gfx/gl/shaders/basicShader.vs | 12 ++++++------ 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; -- cgit v1.2.3