Mercurial > touhou
diff pytouhou/ui/opengl/shaders/eosd.py @ 557:0f2af7552462
Don’t hardcode GLSL version in our shaders, instead make them dependent on GL version.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Fri, 30 May 2014 16:40:36 +0200 |
parents | 5e3e0b09a531 |
children | 1be60813f7cb |
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--- a/pytouhou/ui/opengl/shaders/eosd.py +++ b/pytouhou/ui/opengl/shaders/eosd.py @@ -19,8 +19,6 @@ from ..shader import Shader class GameShader(Shader): def __init__(self): Shader.__init__(self, [''' - #version 120 - attribute vec3 in_position; attribute vec2 in_texcoord; attribute vec4 in_color; @@ -37,8 +35,6 @@ class GameShader(Shader): color = in_color; } '''], [''' - #version 120 - varying vec2 texcoord; varying vec4 color; @@ -54,8 +50,6 @@ class GameShader(Shader): class BackgroundShader(Shader): def __init__(self): Shader.__init__(self, [''' - #version 120 - attribute vec3 in_position; attribute vec2 in_texcoord; attribute vec4 in_color; @@ -72,8 +66,6 @@ class BackgroundShader(Shader): color = in_color; } '''], [''' - #version 120 - varying vec2 texcoord; varying vec4 color; @@ -95,8 +87,6 @@ class BackgroundShader(Shader): class PassthroughShader(Shader): def __init__(self): Shader.__init__(self, [''' - #version 120 - attribute vec2 in_position; attribute vec2 in_texcoord; @@ -110,8 +100,6 @@ class PassthroughShader(Shader): texcoord = in_texcoord; } '''], [''' - #version 120 - varying vec2 texcoord; uniform sampler2D color_map;