From 3f489619c566d08c96627cf165053cf453269a44 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Fernando=20Garc=C3=ADa=20Li=C3=B1=C3=A1n?= Date: Thu, 3 Dec 2020 23:24:40 +0100 Subject: [PATCH] Fix landmass geometry shader errors It was using features from GLSL 120 and 150. Only use 120 features for now. --- Shaders/landmass.geom | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/Shaders/landmass.geom b/Shaders/landmass.geom index 41f15b253..673496592 100644 --- a/Shaders/landmass.geom +++ b/Shaders/landmass.geom @@ -1,4 +1,4 @@ -#version 150 +#version 120 #extension GL_EXT_geometry_shader4 : enable // Geometry shader that creates a prism from a terrain triangle, @@ -7,28 +7,28 @@ // A geometry shader should do as little computation as possible. // See landmass-g.vert for a description of the inputs. -in vec4 rawposIn[3]; -in vec3 NormalIn[3]; -in vec4 ecPosIn[3]; -in vec3 ecNormalIn[3]; -in vec3 VTangentIn[3]; -in vec3 VBinormalIn[3]; -in vec4 constantColorIn[3]; +varying in vec4 rawposIn[3]; +varying in vec3 NormalIn[3]; +varying in vec4 ecPosIn[3]; +varying in vec3 ecNormalIn[3]; +varying in vec3 VTangentIn[3]; +varying in vec3 VBinormalIn[3]; +varying in vec4 constantColorIn[3]; uniform float canopy_height; // model position -out vec4 rawpos; +varying out vec4 rawpos; // eye position -out vec4 ecPosition; +varying out vec4 ecPosition; // eye space surface matrix -out vec3 VNormal; -out vec3 VTangent; -out vec3 VBinormal; +varying out vec3 VNormal; +varying out vec3 VTangent; +varying out vec3 VBinormal; // model normal -out vec3 Normal; -out vec4 constantColor; -out float bump; +varying out vec3 Normal; +varying out vec4 constantColor; +varying out float bump; // Emit one vertex of the forest geometry. // parameters: