Browse Source

Mention required version/extension in shader code.

pull/279/head
Vladimír Vondruš 14 years ago
parent
commit
a87141b250
  1. 4
      src/AbstractShaderProgram.h

4
src/AbstractShaderProgram.h

@ -80,6 +80,8 @@ The preferred workflow is to specify attribute location for vertex shader
input attributes and fragment shader output attributes explicitly in the input attributes and fragment shader output attributes explicitly in the
shader code, e.g.: shader code, e.g.:
@code @code
#version 330
// or #extension GL_ARB_explicit_attrib_location: enable
layout(location = 0) in vec4 vertex; layout(location = 0) in vec4 vertex;
layout(location = 1) in vec3 normal; layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 textureCoords; layout(location = 2) in vec2 textureCoords;
@ -122,6 +124,8 @@ bindFragmentDataLocationIndexed(1, 1, "ambient");
The preferred workflow is to specify texture layers directly in the shader The preferred workflow is to specify texture layers directly in the shader
code, e.g.: code, e.g.:
@code @code
#version 420
// or #extension GL_ARB_shading_language_420pack: enable
layout(binding = 0) uniform sampler2D diffuseTexture; layout(binding = 0) uniform sampler2D diffuseTexture;
layout(binding = 1) uniform sampler2D specularTexture; layout(binding = 1) uniform sampler2D specularTexture;
@endcode @endcode

Loading…
Cancel
Save