Bump to opengl 450
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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out vec4 fColor;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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// an attempt to test whether a geometry surface occludes the camera from a
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// light source
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layout (triangles) in;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in float lum;
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in vec2 dField;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec4 position;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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out vec4 fColor;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (lines_adjacency) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 pos;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec3 lum;
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in vec3 dField;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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uniform sampler2D screenTexture;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec3 lum;
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in vec3 dField;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec4 poss;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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out vec4 fColor;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 8) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec4 poss;
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void main()
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{
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