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
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; } ;