*.glsl: use version 130
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@ -37,8 +37,8 @@ int main()
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glfwInit();
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_ANY_PROFILE);
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GLFWwindow* window = glfwCreateWindow(vp_width, vp_height, "advent-of-pixel-shaders", NULL, NULL);
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if (window == NULL) {
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@ -43,6 +43,8 @@ uint compile_shader(const void * vp,
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glAttachShader(shader_program, vertex_shader);
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glAttachShader(shader_program, fragment_shader);
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glBindAttribLocation(shader_program, 0, "position");
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glLinkProgram(shader_program);
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{
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@ -1,4 +1,4 @@
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#version 330 core
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#version 130
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out vec4 fragment_color;
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@ -1,4 +1,4 @@
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#version 330 core
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#version 130
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uniform sampler2D input_sampler;
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uniform vec4 input_dim; // w h halfpx_w halfpx_h
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@ -1,4 +1,4 @@
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#version 330 core
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#version 130
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uniform sampler2D input_sampler;
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uniform vec4 input_dim; // w h halfpx_w halfpx_h
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@ -1,4 +1,4 @@
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#version 330 core
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#version 130
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uniform sampler2D input_sampler_a;
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uniform sampler2D input_sampler_b;
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@ -1,4 +1,4 @@
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#version 330 core
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#version 130
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uniform sampler2D input_sampler;
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uniform vec4 dim; // w h halfpx_w halfpx_h
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@ -1,6 +1,6 @@
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#version 330 core
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#version 130
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layout (location = 0) in vec2 position;
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in vec2 position;
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out vec2 f_position;
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