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Properly remove GL_ARB_separate_shader_objects references (fixes #112)
1 parent e0c9a8a commit 998f0d0

18 files changed

Lines changed: 66 additions & 88 deletions

code/09_shader_base.frag

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@@ -1,10 +1,9 @@
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#version 450
2-
#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(fragColor, 1.0);
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}
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}

code/09_shader_base.vert

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#version 450
2-
#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) out vec3 fragColor;
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code/17_shader_vertexbuffer.frag

Lines changed: 1 addition & 2 deletions
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#version 450
2-
#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(fragColor, 1.0);
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}
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}

code/17_shader_vertexbuffer.vert

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#version 450
2-
#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec2 inPosition;
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layout(location = 1) in vec3 inColor;

code/21_shader_ubo.frag

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,10 +1,9 @@
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#version 450
2-
#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(fragColor, 1.0);
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}
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}

code/21_shader_ubo.vert

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#version 450
2-
#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;

code/25_shader_textures.frag

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#version 450
2-
#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 1) uniform sampler2D texSampler;
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@@ -10,4 +9,4 @@ layout(location = 0) out vec4 outColor;
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void main() {
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outColor = texture(texSampler, fragTexCoord);
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}
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}

code/25_shader_textures.vert

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#version 450
2-
#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;

code/26_shader_depth.frag

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,4 @@
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#version 450
2-
#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 1) uniform sampler2D texSampler;
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@@ -10,4 +9,4 @@ layout(location = 0) out vec4 outColor;
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void main() {
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outColor = texture(texSampler, fragTexCoord);
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}
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}

code/26_shader_depth.vert

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#version 450
2-
#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;

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