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Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt]
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@ -52,6 +52,7 @@ Other Changes:
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- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
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- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
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- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
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- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
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- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
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- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
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- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt]
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-----------------------------------------------------------------------
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-----------------------------------------------------------------------
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@ -11,6 +11,7 @@
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// CHANGELOG
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// (minor and older changes stripped away, please see git history for details)
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// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
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// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
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// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
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// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
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@ -477,7 +478,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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vertex_shader = vertex_shader_glsl_120;
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vertex_shader = vertex_shader_glsl_120;
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fragment_shader = fragment_shader_glsl_120;
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fragment_shader = fragment_shader_glsl_120;
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}
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}
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else if (glsl_version == 410)
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else if (glsl_version >= 410)
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{
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{
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vertex_shader = vertex_shader_glsl_410_core;
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vertex_shader = vertex_shader_glsl_410_core;
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fragment_shader = fragment_shader_glsl_410_core;
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fragment_shader = fragment_shader_glsl_410_core;
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