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Commit eec5a8cd authored by schultezub's avatar schultezub
Browse files

fixed #version ordering in GLSL shaders for Intel graphics

git-svn-id: https://camplinux.in.tum.de/svn/campvis/trunk@511 bb408c1c-ae56-11e1-83d9-df6b3e0c105e
parent edade359
......@@ -101,6 +101,7 @@ namespace campvis {
tgt::GLContextScopedLock lock(_localContext->getContext());
tgt::initGL(featureset);
ShdrMgr.setGlobalHeader("#version 330\n");
LGL_ERROR;
// ensure matching OpenGL specs
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
in vec3 ex_TexCoord;
out vec4 out_Color;
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
out vec4 out_Color;
#include "tools/texture2d.frag"
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
in vec3 in_Position; ///< incoming vertex position
in vec3 in_TexCoord; ///< incoming texture coordinate
in vec4 in_Color; ///< incoming color
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
in vec3 ex_TexCoord;
out vec4 out_Color;
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
out vec4 out_Color;
#include "tools/texture2d.frag"
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
out vec4 out_Color; ///< outgoing fragment color
#include "tools/raycasting.frag"
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
in vec3 ex_TexCoord; ///< incoming texture coordinate
out vec4 out_Color; ///< outgoing fragment color
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
in vec3 ex_TexCoord; ///< incoming texture coordinate
out vec4 out_Color; ///< outgoing fragment color
......
......@@ -26,8 +26,6 @@
* commercial licensing please contact the authors. *
* *
**********************************************************************/
#version 330
in vec3 ex_TexCoord;
out vec4 out_Color;
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
in vec3 ex_TexCoord;
out vec4 out_Color;
......
......@@ -26,8 +26,6 @@
* commercial licensing please contact the authors. *
* *
**********************************************************************/
#version 330
in vec3 ex_TexCoord;
out vec4 out_Color;
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
layout(location = 0) out vec4 out_Color; ///< outgoing fragment color
layout(location = 1) out vec4 out_FHP; ///< outgoing fragment first hitpoint
layout(location = 2) out vec4 out_FHN; ///< outgoing fragment first hit normal
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
in vec3 ex_TexCoord;
out vec4 out_Color;
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
in vec3 ex_TexCoord;
out vec4 out_Color;
......
......@@ -27,8 +27,6 @@
//
// ================================================================================================
#version 330
in vec3 ex_TexCoord;
out vec4 out_Color;
......
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