Use GLSL 3.30 shaders
We currently ask for anything above 3.2 GL contexts, but we're still using GLSL 1.50 shaders all over the place. If a GL driver supports GL 3.2+ and GLSL 1.50 only then we'd be in trouble, but the chances of that happening are really small.
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@ -1,4 +1,4 @@
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#version 150
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#version 330
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in vec2 vUv;
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in vec2 vUv;
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@ -7,5 +7,5 @@ out vec4 vertexColor;
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uniform sampler2D map;
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uniform sampler2D map;
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void main() {
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void main() {
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vertexColor = texture2D (map, vUv);
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vertexColor = texture (map, vUv);
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}
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}
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@ -1,4 +1,4 @@
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#version 150
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#version 330
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in vec2 position;
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in vec2 position;
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in vec2 uv;
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in vec2 uv;
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@ -652,7 +652,7 @@ gtk_gears_render (GtkGLArea *area,
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}
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}
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static const char vertex_shader_gl[] =
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static const char vertex_shader_gl[] =
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"#version 150\n"
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"#version 330\n"
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"\n"
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"\n"
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"in vec3 position;\n"
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"in vec3 position;\n"
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"in vec3 normal;\n"
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"in vec3 normal;\n"
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@ -682,13 +682,15 @@ static const char vertex_shader_gl[] =
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"}";
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"}";
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static const char fragment_shader_gl[] =
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static const char fragment_shader_gl[] =
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"#version 150\n"
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"#version 330\n"
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"\n"
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"\n"
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"smooth in vec4 Color;\n"
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"smooth in vec4 Color;\n"
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"\n"
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"\n"
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"out vec4 vertexColor;\n"
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"\n"
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"void main(void)\n"
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"void main(void)\n"
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"{\n"
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"{\n"
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" gl_FragColor = Color;\n"
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" vertexColor = Color;\n"
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"}";
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"}";
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static const char vertex_shader_gles[] =
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static const char vertex_shader_gles[] =
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