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ogl: support glsl120
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@@ -128,9 +128,9 @@ const u8 rasters[char_count][char_height] = {
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static const char *s_vertexShaderSrc =
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"uniform vec2 charSize;\n"
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"in vec2 rawpos;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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"ATTRIN vec2 rawpos;\n"
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"ATTRIN vec2 tex0;\n"
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"VARYOUT vec2 uv0;\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" uv0 = tex0 * charSize;\n"
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@@ -139,8 +139,8 @@ static const char *s_vertexShaderSrc =
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static const char *s_fragmentShaderSrc =
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"uniform sampler2D samp8;\n"
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"uniform vec4 color;\n"
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"in vec2 uv0;\n"
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"out vec4 ocol0;\n"
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"VARYIN vec2 uv0;\n"
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"COLOROUT(ocol0)\n"
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"void main(void) {\n"
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" ocol0 = texture(samp8,uv0) * color;\n"
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"}\n";
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