update shaders to #version 410
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@ -1,3 +1,5 @@
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#version 410
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uniform vec4 color;
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void main(void)
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@ -1,10 +1,12 @@
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#version 410
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/* Viewport width and height */
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uniform ivec2 viewport_size;
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/* Position of lower left corner of glyph */
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uniform ivec2 position;
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/* Vertex coordinates: x, y */
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attribute vec2 coords;
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layout(location = 0) in vec2 coords;
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/**
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* Map coordinates such that:
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@ -17,5 +19,5 @@ vec2 map_to_screen(vec2 position)
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void main(void)
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{
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gl_Position = vec4(map_to_screen((vec2)position + coords), 0, 1);
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gl_Position = vec4(map_to_screen(vec2(position) + coords), 0, 1);
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}
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@ -1,3 +1,5 @@
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#version 410
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/* Viewport width and height */
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uniform ivec2 viewport_size;
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/* Position of lower left corner of rectangle */
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@ -6,7 +8,7 @@ uniform ivec2 position;
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uniform ivec2 size;
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/* Vertex coordinates: x, y (0 or 1) */
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attribute ivec2 coords;
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layout(location = 0) in ivec2 coords;
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/**
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* Map coordinates such that:
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@ -19,5 +21,5 @@ vec2 map_to_screen(vec2 position)
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void main(void)
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{
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gl_Position = vec4(map_to_screen((vec2)(position + coords * size)), 0, 1);
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gl_Position = vec4(map_to_screen(vec2(position + coords * size)), 0, 1);
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}
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@ -1,5 +1,7 @@
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#version 410
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/* Texture coordinate: s, t */
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varying vec2 texture_coord_v;
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in vec2 texture_coord_v;
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/* Texture unit */
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uniform sampler2D texture;
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@ -1,13 +1,15 @@
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#version 410
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/* Viewport width and height */
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uniform ivec2 viewport_size;
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/* Position of lower left corner of glyph */
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uniform ivec2 position;
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/* Vertex coordinates: x, y, s, t */
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attribute vec4 coords;
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layout(location = 0) in vec4 coords;
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/* Output texture coordinate: s, t */
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varying vec2 texture_coord_v;
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out vec2 texture_coord_v;
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/**
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* Map coordinates such that:
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@ -20,6 +22,6 @@ vec2 map_to_screen(vec2 position)
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void main(void)
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{
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gl_Position = vec4(map_to_screen((vec2)position + coords.xy), 0, 1);
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gl_Position = vec4(map_to_screen(vec2(position) + coords.xy), 0, 1);
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texture_coord_v = coords.zw;
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}
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