Bump to opengl 450

This commit is contained in:
2023-03-07 22:53:32 +00:00
parent a32ea93e06
commit 7f0c7ad159
118 changed files with 118 additions and 118 deletions
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#version 430 core
#version 450 core
out vec4 FragColor;
in vec4 gColor;
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
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#version 430 core
#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec2 aTexCoord;
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#version 430 core
#version 450 core
in vec4 gColor;
in vec2 cenPosT;
in float gRad;
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
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#version 430 core
#version 450 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in float rad;
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#version 430 core
#version 450 core
in vec2 cenPosT;
in vec2 gParams;
out vec4 fColor;
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec2 vParams [];
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#version 430 core
#version 450 core
layout (location = 0) in vec4 position;
out vec2 vParams;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
in vec4 gColor;
in vec2 cenPosTrans;
in float gRad;
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
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#version 430 core
#version 450 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in float rad;
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#version 430 core
#version 450 core
in vec4 vParams;
out vec4 fColor;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
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#version 430 core
#version 450 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec4 params;
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#version 430 core
#version 450 core
in vec2 vDistField;
in float vLum;
out vec4 fColor;
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#version 430 core
#version 450 core
layout (lines) in;
layout (triangle_strip, max_vertices = 14) out;
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#version 430 core
#version 450 core
layout (location = 0) in vec3 pos;
out vec2 vDistField;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
in vec2 gTexPos;
out vec4 fColor;
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec2 vRad1;
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#version 430 core
#version 450 core
layout (location = 0) in vec4 params;
layout (location = 1) in vec2 texCoor;
void main()
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#version 430 core
#version 450 core
in vec2 vTexPos;
out vec4 fColor;
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#version 430 core
#version 450 core
in vec4 vCol;
in vec3 vPos;
in vec3 vparams;
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#version 430 core
#version 450 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec4 col;
layout (location = 2) in vec3 boxXboxYwidth;
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#version 430 core
#version 450 core
in vec4 vCol;
in vec3 vPos;
layout (location=0) out vec4 fCol;
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#version 430 core
#version 450 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec4 col;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
in vec4 vCol;
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#version 430 core
#version 450 core
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 color;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
in vec4 vColor;
in vec2 boxOut;
in vec2 boxIn;
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#version 430 core
#version 450 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 5) out;
in vec4 vColor[];
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#version 430 core
#version 450 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec4 boxes;
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#version 430 core
#version 450 core
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
uniform sampler2D aTexture;
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
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#version 430 core
#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec2 aTexCoord;
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#version 430 core
#version 450 core
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
in vec4 gColC;
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#version 430 core
#version 450 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec4 col;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
out vec4 fColor;
void main () { fColor = vec4(0,0,0,0.5);}
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#version 430 core
#version 450 core
layout (location = 0) in vec2 position;
void main()
{ gl_Position = vec4 (position, 0 , 1);}
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#version 430 core
#version 450 core
in vec2 vTexPos;
out vec4 fColor;
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#version 430 core
#version 450 core
out vec4 fColor;
void main()
{
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#version 430 core
#version 450 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
layout (location = 0) in vec3 position;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
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#version 430 core
#version 450 core
// an attempt to test whether a geometry surface occludes the camera from a
// light source
layout (triangles) in;
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#version 430 core
#version 450 core
in float lum;
in vec2 dField;
out vec4 fColor;
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
layout (location = 0) in vec4 position;
void main()
{
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#version 430 core
#version 450 core
out vec4 fColor;
void main()
{
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#version 430 core
#version 450 core
layout (lines_adjacency) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
layout (location = 0) in vec3 pos;
void main()
{
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#version 430 core
#version 450 core
in vec3 lum;
in vec3 dField;
out vec4 fColor;
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#version 430 core
#version 450 core
layout (location = 0) in vec3 position;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
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#version 430 core
#version 450 core
layout (location = 0) in vec3 position;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
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#version 430 core
#version 450 core
uniform vec3 lightPos;
uniform vec4 lumRad;
uniform sampler2D screenTexture;
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#version 430 core
#version 450 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
out vec2 vTexPos;
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#version 430 core
#version 450 core
in vec3 lum;
in vec3 dField;
out vec4 fColor;
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
layout (location = 0) in vec4 poss;
void main()
{
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#version 430 core
#version 450 core
out vec4 fColor;
void main()
{
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 8) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
layout (location = 0) in vec4 poss;
void main()
{
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#version 430 core
#version 450 core
in vec4 vColor;
in vec3 vparams;
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
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#version 430 core
#version 450 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec3 boxXboxYwidth;
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#version 430 core
#version 450 core
in vec4 vColor;
out vec4 fColor;
void main()
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#version 430 core
#version 450 core
layout (location = 0) in vec3 position;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec4 vColor;
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#version 430 core
#version 450 core
in vec4 vColor;
out vec4 fColor;
void main()
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#version 430 core
#version 450 core
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 color;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
in vec4 vColor;
in vec2 boxOut;
in vec2 boxIn;
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#version 430 core
#version 450 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 5) out;
in vec4 vColor[];
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#version 430 core
#version 450 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec4 boxes;
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#version 430 core
#version 450 core
out vec4 FragColor;
in vec4 gColor;
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
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#version 430 core
#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec2 aTexCoord;
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#version 430 core
#version 450 core
in vec4 gPos;
in vec2 gBoundingBox;
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#version 430 core
#version 450 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
layout (location = 0) in vec3 position;
void main()
{
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#version 430 core
#version 450 core
in vec3 vTexPos;
out vec4 fColor;
uniform sampler2DArray tilesetSampler;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 texPos;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
in vec3 vTexPos;
in vec3 vPos;
layout (location=0) out vec4 fCol;
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#version 430 core
#version 450 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 texPos;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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#version 430 core
#version 450 core
in vec2 texPos;
in vec2 texDist;
in float gfactor;
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#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec2 vRad1[];
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#version 430 core
#version 450 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 rad1;
layout (location = 2) in vec2 rad2;
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#version 430 core
#version 450 core
in vec2 vTexPos;
out vec4 fColor;
const vec2 winSize = vec2 (300.0,300.0);
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#version 430 core
#version 450 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
uniform vec2 winSize;
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#version 430 core
#version 450 core
in vec2 vTexPos;
out vec4 fColor;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
out vec2 vTexPos;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
in vec2 vTexPos;
out vec4 fColor;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
out vec2 vTexPos;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
in vec2 vTexPos;
out vec4 fColor;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
out vec2 vTexPos;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
in vec2 vTexPos;
out vec4 fColor;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
out vec2 vTexPos;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
in vec2 vTexPos;
out vec4 fColor;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texPos;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
in vec4 vColor;
in vec3 vparams;
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec3 boxXboxYwidth;
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#version 430 core
#version 450 core
in vec4 vColor;
out vec4 fColor;
void main()

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