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Glsl attribute opengl es 2.0
Glsl attribute opengl es 2.0









glsl attribute opengl es 2.0

Set InternalUpgradeGlslVersion to False to test that shaders work also without it. We do not support geometry shaders with older versions. It is your responsibility then to provide proper alternatives for desktop OpenGL and mobile OpenGLES, as they use similar but not exactly compatible GLSL versions.įor geometry shaders, you can assume GLSL >= 1.50 (OpenGL 3.2). Note: If you know you want to target only newer OpenGL(ES) versions, you can also specify #version in shader code explicitly. The resulting shader will not use any deprecated features, so it should be fine for OpenGL "core" profile (without compatibility) too.Īs of now, this means we bump the #version for the desktop OpenGL 3.1 core profile (if OpenGL >= 3.1) and we bump the #version for the mobile OpenGLES 3 (if OpenGLES >= 3.0). "attribute" will be replaced with "in" in vertex shader "texture2D" call will be replaced with "texture"). When compiling the shader on modern OpenGL or OpenGLES, we will add a modern #version statement to the shader, and define a few macros that make it use modern keywords (e.g. This means using "attribute", "varying" keywords, and querying the textures using "texture2D", "textureCube" and so on.

glsl attribute opengl es 2.0 glsl attribute opengl es 2.0

This means targeting ancient GLSL 1.10 version for desktop OpenGL (introduced in OpenGL 2.0) and targeting GLSL 1.00 for OpenGLES (introduced in OpenGLES 2.0). For maximum portability, provide shader code that works with oldest GLSL versions, and do not declare "#version".











Glsl attribute opengl es 2.0