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