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		| @@ -221,7 +221,7 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects() | |||||||
|     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); |     glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); | ||||||
|  |  | ||||||
|     const GLchar *vertex_shader = |     const GLchar *vertex_shader = | ||||||
|         "#version 330\n" |         "#version 150\n" | ||||||
|         "uniform mat4 ProjMtx;\n" |         "uniform mat4 ProjMtx;\n" | ||||||
|         "in vec2 Position;\n" |         "in vec2 Position;\n" | ||||||
|         "in vec2 UV;\n" |         "in vec2 UV;\n" | ||||||
| @@ -236,7 +236,7 @@ bool ImGui_ImplSdlGL3_CreateDeviceObjects() | |||||||
|         "}\n"; |         "}\n"; | ||||||
|  |  | ||||||
|     const GLchar* fragment_shader = |     const GLchar* fragment_shader = | ||||||
|         "#version 330\n" |         "#version 150\n" | ||||||
|         "uniform sampler2D Texture;\n" |         "uniform sampler2D Texture;\n" | ||||||
|         "in vec2 Frag_UV;\n" |         "in vec2 Frag_UV;\n" | ||||||
|         "in vec4 Frag_Color;\n" |         "in vec4 Frag_Color;\n" | ||||||
|   | |||||||
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