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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in vec3 vTexPos;
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out vec4 fColor;
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uniform sampler2DArray tilesetSampler;
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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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layout (location = 1) in vec3 texPos;
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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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in vec3 vTexPos;
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in vec3 vPos;
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layout (location=0) out vec4 fCol;
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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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layout (location = 1) in vec3 texPos;
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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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in vec2 texPos;
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in vec2 texDist;
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in float gfactor;
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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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in vec2 vRad1[];
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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 rad1;
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layout (location = 2) in vec2 rad2;
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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 vec2 vTexPos;
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out vec4 fColor;
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const vec2 winSize = vec2 (300.0,300.0);
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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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uniform vec2 winSize;
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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 vec2 vTexPos;
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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 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 vec2 vTexPos;
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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 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 vec2 vTexPos;
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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 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 vec2 vTexPos;
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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 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 vec2 vTexPos;
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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 pos;
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layout (location = 1) in vec2 texPos;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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