diff --git a/Shaders/3dcloud-ALS.frag b/Shaders/3dcloud-ALS.frag index 5b3dc8799..c1076788a 100644 --- a/Shaders/3dcloud-ALS.frag +++ b/Shaders/3dcloud-ALS.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/3dcloud.frag b/Shaders/3dcloud.frag index 6536e1344..728c8cf92 100644 --- a/Shaders/3dcloud.frag +++ b/Shaders/3dcloud.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; varying vec4 cloudColor; diff --git a/Shaders/agriculture-ALS.frag b/Shaders/agriculture-ALS.frag index 1a12c6f16..a1176d668 100644 --- a/Shaders/agriculture-ALS.frag +++ b/Shaders/agriculture-ALS.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, May 2014 // based on ALS terrain shader diff --git a/Shaders/airfield-ALS.frag b/Shaders/airfield-ALS.frag index 899a395a1..12bdd2e23 100644 --- a/Shaders/airfield-ALS.frag +++ b/Shaders/airfield-ALS.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2011, based on default.frag // Ambient term comes in gl_Color.rgb. diff --git a/Shaders/ambient.frag b/Shaders/ambient.frag index aae91f7bf..d4e726e0a 100644 --- a/Shaders/ambient.frag +++ b/Shaders/ambient.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D color_tex; uniform sampler2D ao_tex; uniform sampler2D normal_tex; diff --git a/Shaders/birds-ALS.frag b/Shaders/birds-ALS.frag index 8e1778f3c..e470cee7c 100644 --- a/Shaders/birds-ALS.frag +++ b/Shaders/birds-ALS.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 uniform sampler2D texture; diff --git a/Shaders/bloom-combine.frag b/Shaders/bloom-combine.frag index 4e9dcef09..4452cab40 100644 --- a/Shaders/bloom-combine.frag +++ b/Shaders/bloom-combine.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D color_tex; uniform sampler2D spec_emis_tex; void main() { diff --git a/Shaders/blur.frag b/Shaders/blur.frag index f2e473f1e..9d7cdc830 100644 --- a/Shaders/blur.frag +++ b/Shaders/blur.frag @@ -1,4 +1,5 @@ #version 120 + uniform sampler2D input_tex; uniform vec2 fg_BufferSize; uniform float blurOffset_x; diff --git a/Shaders/cinema.frag b/Shaders/cinema.frag index d3033f078..7dffdebc6 100644 --- a/Shaders/cinema.frag +++ b/Shaders/cinema.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D lighting_tex; uniform sampler2D bloom_tex; uniform sampler2D film_tex; diff --git a/Shaders/cloud-static-ALS.frag b/Shaders/cloud-static-ALS.frag index 2d560c467..0edbbbee2 100644 --- a/Shaders/cloud-static-ALS.frag +++ b/Shaders/cloud-static-ALS.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/cloud-static.frag b/Shaders/cloud-static.frag index 819e0852b..bac1712e7 100644 --- a/Shaders/cloud-static.frag +++ b/Shaders/cloud-static.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/clouds-box.frag b/Shaders/clouds-box.frag index 4222fbfc8..8bf1aa59f 100644 --- a/Shaders/clouds-box.frag +++ b/Shaders/clouds-box.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/clouds-layered.frag b/Shaders/clouds-layered.frag index 4222fbfc8..8bf1aa59f 100644 --- a/Shaders/clouds-layered.frag +++ b/Shaders/clouds-layered.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/clouds-test.frag b/Shaders/clouds-test.frag index 4222fbfc8..8bf1aa59f 100644 --- a/Shaders/clouds-test.frag +++ b/Shaders/clouds-test.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/clouds-thick.frag b/Shaders/clouds-thick.frag index 4222fbfc8..8bf1aa59f 100644 --- a/Shaders/clouds-thick.frag +++ b/Shaders/clouds-thick.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/clouds-thin.frag b/Shaders/clouds-thin.frag index 4222fbfc8..8bf1aa59f 100644 --- a/Shaders/clouds-thin.frag +++ b/Shaders/clouds-thin.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/clouds-thinlayer.frag b/Shaders/clouds-thinlayer.frag index 4222fbfc8..8bf1aa59f 100644 --- a/Shaders/clouds-thinlayer.frag +++ b/Shaders/clouds-thinlayer.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/contrail.frag b/Shaders/contrail.frag index 2a9636cfd..e2745a12d 100644 --- a/Shaders/contrail.frag +++ b/Shaders/contrail.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/deferred-gbuffer.frag b/Shaders/deferred-gbuffer.frag index 3ffce50f1..4c847305e 100644 --- a/Shaders/deferred-gbuffer.frag +++ b/Shaders/deferred-gbuffer.frag @@ -1,3 +1,4 @@ +#version 120 #extension GL_EXT_gpu_shader4 : enable // -*- mode: C; -*- // Licence: GPL v2 diff --git a/Shaders/deferred-tree.frag b/Shaders/deferred-tree.frag index 5d94da809..9fcccb62d 100644 --- a/Shaders/deferred-tree.frag +++ b/Shaders/deferred-tree.frag @@ -1,3 +1,4 @@ +#version 120 #extension GL_EXT_gpu_shader4 : enable // // attachment 0: normal.x | normal.x | normal.y | normal.y diff --git a/Shaders/display.frag b/Shaders/display.frag index 3c07b9ec8..df48e55cd 100644 --- a/Shaders/display.frag +++ b/Shaders/display.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D lighting_tex; uniform sampler2D bloom_tex; diff --git a/Shaders/drunway-ALS.frag b/Shaders/drunway-ALS.frag index cf5b571c5..cc816c840 100644 --- a/Shaders/drunway-ALS.frag +++ b/Shaders/drunway-ALS.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2011, based on default.frag // Ambient term comes in gl_Color.rgb. diff --git a/Shaders/fog.frag b/Shaders/fog.frag index 3ae150fc5..c1c0b84ff 100644 --- a/Shaders/fog.frag +++ b/Shaders/fog.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D depth_tex; uniform sampler2D normal_tex; uniform sampler2D color_tex; diff --git a/Shaders/gbuffer-encode.frag b/Shaders/gbuffer-encode.frag index a3ced2d89..ac6bf1ad8 100644 --- a/Shaders/gbuffer-encode.frag +++ b/Shaders/gbuffer-encode.frag @@ -1,4 +1,5 @@ // -*- mode: C; -*- +#version 120 // Licence: GPL v2 // Author: Frederic Bouvier. diff --git a/Shaders/gbuffer-functions.frag b/Shaders/gbuffer-functions.frag index 2c057a4eb..5a92f68d1 100644 --- a/Shaders/gbuffer-functions.frag +++ b/Shaders/gbuffer-functions.frag @@ -1,4 +1,5 @@ // -*- mode: C; -*- +#version 120 // Licence: GPL v2 // Author: Frederic Bouvier. diff --git a/Shaders/glass-ALS.frag b/Shaders/glass-ALS.frag index 2ea17c8f1..cf73cd629 100644 --- a/Shaders/glass-ALS.frag +++ b/Shaders/glass-ALS.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 varying vec2 rawPos; varying vec2 nPos; diff --git a/Shaders/hazes.frag b/Shaders/hazes.frag index 1b7ae7895..e8b457071 100644 --- a/Shaders/hazes.frag +++ b/Shaders/hazes.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 uniform float air_pollution; diff --git a/Shaders/include_fog.frag b/Shaders/include_fog.frag index 3837f8358..0ada4dc0e 100644 --- a/Shaders/include_fog.frag +++ b/Shaders/include_fog.frag @@ -1,3 +1,5 @@ +#version 120 + //#define fog_FuncTION //varying vec3 PointPos; @@ -13,4 +15,4 @@ vec3 fog_Func(vec3 color, int type) fogFactor=1.0; return mix(gl_Fog.color.rgb, color, fogFactor); -} \ No newline at end of file +} diff --git a/Shaders/light-point.frag b/Shaders/light-point.frag index 4fb0a621c..c4b2c5dd7 100644 --- a/Shaders/light-point.frag +++ b/Shaders/light-point.frag @@ -1,3 +1,5 @@ +#version 120 + uniform vec2 fg_BufferSize; uniform vec3 fg_Planes; diff --git a/Shaders/light-spot.frag b/Shaders/light-spot.frag index 498189164..b92bc53a1 100644 --- a/Shaders/light-spot.frag +++ b/Shaders/light-spot.frag @@ -1,3 +1,5 @@ +#version 120 + uniform vec2 fg_BufferSize; uniform vec3 fg_Planes; diff --git a/Shaders/lightmap.frag b/Shaders/lightmap.frag index cb9240551..9d72cd9da 100644 --- a/Shaders/lightmap.frag +++ b/Shaders/lightmap.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // Ambient term comes in gl_Color.rgb. // @@ -71,4 +72,4 @@ void main() // gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor); fragColor.rgb = fog_Func(fragColor.rgb, fogType); gl_FragColor = fragColor; -} \ No newline at end of file +} diff --git a/Shaders/lightspot-ALS.frag b/Shaders/lightspot-ALS.frag index 5862eff32..f4cc39c02 100644 --- a/Shaders/lightspot-ALS.frag +++ b/Shaders/lightspot-ALS.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 uniform float eyerel_x1; uniform float eyerel_y1; diff --git a/Shaders/mat-anim.frag b/Shaders/mat-anim.frag index bde045d44..5e6b07a9c 100644 --- a/Shaders/mat-anim.frag +++ b/Shaders/mat-anim.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // Shader for use with material animations varying vec4 diffuse, constantColor, matSpecular; diff --git a/Shaders/model-ALS-base.frag b/Shaders/model-ALS-base.frag index b07997519..833bf3349 100644 --- a/Shaders/model-ALS-base.frag +++ b/Shaders/model-ALS-base.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2011, based on default.frag // Ambient term comes in gl_Color.rgb. diff --git a/Shaders/model-default.frag b/Shaders/model-default.frag index 6e53401b2..1fd3e7669 100644 --- a/Shaders/model-default.frag +++ b/Shaders/model-default.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // Ambient term comes in gl_Color.rgb. varying vec4 diffuse_term; diff --git a/Shaders/model-interior-ALS-base.frag b/Shaders/model-interior-ALS-base.frag index 28b0e744e..96d890aff 100644 --- a/Shaders/model-interior-ALS-base.frag +++ b/Shaders/model-interior-ALS-base.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2015 diff --git a/Shaders/model-interior-ALS-detailed.frag b/Shaders/model-interior-ALS-detailed.frag index e4a27d587..80a364964 100644 --- a/Shaders/model-interior-ALS-detailed.frag +++ b/Shaders/model-interior-ALS-detailed.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2015 diff --git a/Shaders/night-vision.frag b/Shaders/night-vision.frag index 168faa2e1..6864b7c8e 100644 --- a/Shaders/night-vision.frag +++ b/Shaders/night-vision.frag @@ -1,3 +1,5 @@ +#version 120 + // Night vision effect inspired by http://www.geeks3d.com/20091009/shader-library-night-vision-post-processing-filter-glsl/ uniform sampler2D color_tex; diff --git a/Shaders/rain-layer-ALS.frag b/Shaders/rain-layer-ALS.frag index f42451b65..d4189db31 100644 --- a/Shaders/rain-layer-ALS.frag +++ b/Shaders/rain-layer-ALS.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; varying vec3 hazeColor; diff --git a/Shaders/rain-layer.frag b/Shaders/rain-layer.frag index b51ff3af4..41c1e4a23 100644 --- a/Shaders/rain-layer.frag +++ b/Shaders/rain-layer.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/rock-ALS.frag b/Shaders/rock-ALS.frag index a94fcfc3a..ad2befdfa 100644 --- a/Shaders/rock-ALS.frag +++ b/Shaders/rock-ALS.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2011, based on default.frag // Ambient term comes in gl_Color.rgb. diff --git a/Shaders/runway-ALS.frag b/Shaders/runway-ALS.frag index 3728c31f2..4fb90f0ff 100644 --- a/Shaders/runway-ALS.frag +++ b/Shaders/runway-ALS.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2011, based on default.frag // Ambient term comes in gl_Color.rgb. diff --git a/Shaders/secondary_lights.frag b/Shaders/secondary_lights.frag index 7c7fcf20c..0349d66c0 100644 --- a/Shaders/secondary_lights.frag +++ b/Shaders/secondary_lights.frag @@ -1,89 +1,90 @@ -// -*-C++-*- - -uniform int display_xsize; -uniform int display_ysize; -uniform float field_of_view; -uniform float view_pitch_offset; -uniform float view_heading_offset; - -float light_distance_fading(in float dist) -{ -return min(1.0, 10000.0/(dist*dist)); -} - -float fog_backscatter(in float avisibility) -{ -return 0.5* min(1.0,10000.0/(avisibility*avisibility)); -} - - - -vec3 searchlight() -{ - -vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4); - -float headlightIntensity; -float lightRadius = (float(display_xsize) *9.16 /field_of_view); -float angularDist = length(gl_FragCoord.xy -center); - -if (angularDist < lightRadius) - { - headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0); - //headlightIntensity = headlightIntensity * - //headlightIntensity*= clamp(1.0 + 0.15 * log(1000.0/(dist*dist)),0.0,1.0); - return headlightIntensity * vec3 (0.5,0.5, 0.5); - } -else return vec3 (0.0,0.0,0.0); -} - -vec3 flashlight(in vec3 color, in float radius) -{ - -vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4); - -float headlightIntensity; -float lightRadius = (float(display_xsize) *radius /field_of_view); -float angularDist = length(gl_FragCoord.xy -center); - -if (angularDist < lightRadius) - { - headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0); - return headlightIntensity * color; - } -else return vec3 (0.0,0.0,0.0); -} - -vec3 landing_light(in float offset, in float offsetv) -{ - -float fov_h = field_of_view; -float fov_v = float(display_ysize)/float(display_xsize) * field_of_view; - -float yaw_offset; - -if (view_heading_offset > 180.0) - {yaw_offset = -360.0+view_heading_offset;} -else - {yaw_offset = view_heading_offset;} - -float x_offset = (float(display_xsize) / fov_h * (yaw_offset + offset)); -float y_offset = -(float(display_ysize) / fov_v * (view_pitch_offset + offsetv)); - -vec2 center = vec2 (float(display_xsize) * 0.5 + x_offset, float(display_ysize) * 0.4 + y_offset); - - - -float landingLightIntensity; -float lightRadius = (float(display_xsize) *9.16 /field_of_view); -float angularDist = length(gl_FragCoord.xy -center); - -if (angularDist < lightRadius) - { - landingLightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0); - //landingLightIntensity *= min(1.0, 10000.0/(dist*dist)); - return landingLightIntensity * vec3 (0.5,0.5, 0.5); - } -else return vec3 (0.0,0.0,0.0); - -} +// -*-C++-*- +#version 120 + +uniform int display_xsize; +uniform int display_ysize; +uniform float field_of_view; +uniform float view_pitch_offset; +uniform float view_heading_offset; + +float light_distance_fading(in float dist) +{ +return min(1.0, 10000.0/(dist*dist)); +} + +float fog_backscatter(in float avisibility) +{ +return 0.5* min(1.0,10000.0/(avisibility*avisibility)); +} + + + +vec3 searchlight() +{ + +vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4); + +float headlightIntensity; +float lightRadius = (float(display_xsize) *9.16 /field_of_view); +float angularDist = length(gl_FragCoord.xy -center); + +if (angularDist < lightRadius) + { + headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0); + //headlightIntensity = headlightIntensity * + //headlightIntensity*= clamp(1.0 + 0.15 * log(1000.0/(dist*dist)),0.0,1.0); + return headlightIntensity * vec3 (0.5,0.5, 0.5); + } +else return vec3 (0.0,0.0,0.0); +} + +vec3 flashlight(in vec3 color, in float radius) +{ + +vec2 center = vec2 (float(display_xsize) * 0.5, float(display_ysize) * 0.4); + +float headlightIntensity; +float lightRadius = (float(display_xsize) *radius /field_of_view); +float angularDist = length(gl_FragCoord.xy -center); + +if (angularDist < lightRadius) + { + headlightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0); + return headlightIntensity * color; + } +else return vec3 (0.0,0.0,0.0); +} + +vec3 landing_light(in float offset, in float offsetv) +{ + +float fov_h = field_of_view; +float fov_v = float(display_ysize)/float(display_xsize) * field_of_view; + +float yaw_offset; + +if (view_heading_offset > 180.0) + {yaw_offset = -360.0+view_heading_offset;} +else + {yaw_offset = view_heading_offset;} + +float x_offset = (float(display_xsize) / fov_h * (yaw_offset + offset)); +float y_offset = -(float(display_ysize) / fov_v * (view_pitch_offset + offsetv)); + +vec2 center = vec2 (float(display_xsize) * 0.5 + x_offset, float(display_ysize) * 0.4 + y_offset); + + + +float landingLightIntensity; +float lightRadius = (float(display_xsize) *9.16 /field_of_view); +float angularDist = length(gl_FragCoord.xy -center); + +if (angularDist < lightRadius) + { + landingLightIntensity = pow(cos(angularDist/lightRadius * 1.57075),2.0); + //landingLightIntensity *= min(1.0, 10000.0/(dist*dist)); + return landingLightIntensity * vec3 (0.5,0.5, 0.5); + } +else return vec3 (0.0,0.0,0.0); + +} diff --git a/Shaders/space-ALS-base.frag b/Shaders/space-ALS-base.frag index 3b6c38d91..c11df1f43 100644 --- a/Shaders/space-ALS-base.frag +++ b/Shaders/space-ALS-base.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2011, based on default.frag // Ambient term comes in gl_Color.rgb. diff --git a/Shaders/sunlight-nofiltering.frag b/Shaders/sunlight-nofiltering.frag index 4a6c2e3a0..5c530c0e0 100644 --- a/Shaders/sunlight-nofiltering.frag +++ b/Shaders/sunlight-nofiltering.frag @@ -1,3 +1,5 @@ +#version 120 + uniform mat4 fg_ViewMatrix; uniform sampler2D depth_tex; uniform sampler2D normal_tex; diff --git a/Shaders/sunlight-noshadow.frag b/Shaders/sunlight-noshadow.frag index 23ad141d0..d43be1ba8 100644 --- a/Shaders/sunlight-noshadow.frag +++ b/Shaders/sunlight-noshadow.frag @@ -1,3 +1,5 @@ +#version 120 + uniform mat4 fg_ViewMatrix; uniform sampler2D depth_tex; uniform sampler2D normal_tex; diff --git a/Shaders/terrain-ALS-base.frag b/Shaders/terrain-ALS-base.frag index 6154e4700..04eb1e660 100644 --- a/Shaders/terrain-ALS-base.frag +++ b/Shaders/terrain-ALS-base.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2011, based on default.frag // Ambient term comes in gl_Color.rgb. diff --git a/Shaders/terrain-ALS-detailed.frag b/Shaders/terrain-ALS-detailed.frag index d3a9d0e6a..e79306ad0 100644 --- a/Shaders/terrain-ALS-detailed.frag +++ b/Shaders/terrain-ALS-detailed.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2011, based on default.frag // Ambient term comes in gl_Color.rgb. diff --git a/Shaders/terrain-ALS-ultra.frag b/Shaders/terrain-ALS-ultra.frag index a5d16fbc3..65a52e2bc 100644 --- a/Shaders/terrain-ALS-ultra.frag +++ b/Shaders/terrain-ALS-ultra.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2011, based on default.frag // Ambient term comes in gl_Color.rgb. diff --git a/Shaders/terrain-nocolor.frag b/Shaders/terrain-nocolor.frag index b2dc9a613..7943cc1a7 100644 --- a/Shaders/terrain-nocolor.frag +++ b/Shaders/terrain-nocolor.frag @@ -1,4 +1,6 @@ // -*-C++-*- +#version 120 + uniform sampler2D texture; ////fog "include" ///// diff --git a/Shaders/test.frag b/Shaders/test.frag index 4222fbfc8..8bf1aa59f 100644 --- a/Shaders/test.frag +++ b/Shaders/test.frag @@ -1,3 +1,5 @@ +#version 120 + uniform sampler2D baseTexture; varying float fogFactor; diff --git a/Shaders/transition-gbuffer.frag b/Shaders/transition-gbuffer.frag index 1787eb278..5efe56f07 100644 --- a/Shaders/transition-gbuffer.frag +++ b/Shaders/transition-gbuffer.frag @@ -2,7 +2,7 @@ // Texture switching based on face slope and snow level // based on earlier work by Frederic Bouvier, Tim Moore, and Yves Sablonier. // � Emilian Huminiuc 2011 - +#version 120 varying float RawPosZ; varying vec3 WorldPos; diff --git a/Shaders/tree-ALS-shadow.frag b/Shaders/tree-ALS-shadow.frag index 65a1dad26..67a897408 100644 --- a/Shaders/tree-ALS-shadow.frag +++ b/Shaders/tree-ALS-shadow.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2011, based on default.frag diff --git a/Shaders/tree-ALS.frag b/Shaders/tree-ALS.frag index 219889b9a..d47d14473 100644 --- a/Shaders/tree-ALS.frag +++ b/Shaders/tree-ALS.frag @@ -1,4 +1,5 @@ // -*-C++-*- +#version 120 // written by Thorsten Renk, Oct 2011, based on default.frag diff --git a/Shaders/trivial.frag b/Shaders/trivial.frag index c4538ae04..e15ff0a53 100644 --- a/Shaders/trivial.frag +++ b/Shaders/trivial.frag @@ -1,5 +1,5 @@ // -*-C++-*- - +#version 120