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Remove in/out from shaders, replace w/ attribute/varying.
I don't like this, since it looks like fragment shaders are not supposed to give any output besides built in variables, after much searching. My conclusion is that mesa is to lenient.
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@ -8,9 +8,9 @@ namespace GLShaders {
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const char g_vertex_shader[] = R"(
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#version 120
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in vec2 vert_position;
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in vec2 vert_tex_coord;
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varying out vec2 frag_tex_coord;
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attribute vec2 vert_position;
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attribute vec2 vert_tex_coord;
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varying vec2 frag_tex_coord;
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// This is a truncated 3x3 matrix for 2D transformations:
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// The upper-left 2x2 submatrix performs scaling/rotation/mirroring.
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// The third column performs translation.
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@ -28,11 +28,10 @@ void main() {
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const char g_fragment_shader[] = R"(
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#version 120
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varying in vec2 frag_tex_coord;
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varying out vec4 color;
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varying vec2 frag_tex_coord;
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uniform sampler2D color_texture;
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void main() {
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color = texture2D(color_texture, frag_tex_coord);
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gl_FragColor = texture2D(color_texture, frag_tex_coord);
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}
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)";
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