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 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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@@ -1,4 +1,4 @@
#version 430 core
#version 450 core
in vec3 lum;
in vec3 dField;
out vec4 fColor;
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@@ -1,4 +1,4 @@
#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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@@ -1,4 +1,4 @@
#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()
{