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Examples: OpenGL3+GLFW: Using 3.2 context + GLSL version 150 (#1466)
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@ -217,7 +217,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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const GLchar *vertex_shader =
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const GLchar *vertex_shader =
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"#version 330\n"
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"#version 150\n"
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"uniform mat4 ProjMtx;\n"
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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"in vec2 UV;\n"
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@ -232,7 +232,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
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"}\n";
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"}\n";
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const GLchar* fragment_shader =
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const GLchar* fragment_shader =
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"#version 330\n"
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"#version 150\n"
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"uniform sampler2D Texture;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"in vec4 Frag_Color;\n"
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@ -21,7 +21,7 @@ int main(int, char**)
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if (!glfwInit())
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if (!glfwInit())
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return 1;
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return 1;
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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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_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#if __APPLE__
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#if __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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