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https://github.com/Drezil/imgui.git
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Merge branch 'master' into viewport
# Conflicts: # examples/imgui_impl_opengl3.cpp # imgui.cpp # imgui.h # imgui_draw.cpp # imgui_internal.h
This commit is contained in:
@ -13,6 +13,7 @@
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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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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link.
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// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples.
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// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.
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@ -27,12 +28,36 @@
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// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
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// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752)
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//----------------------------------------
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// OpenGL GLSL GLSL
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// version version string
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//----------------------------------------
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// 2.0 110 "#version 110"
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// 2.1 120
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// 3.0 130
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// 3.1 140
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// 3.2 150 "#version 150"
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// 3.3 330
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// 4.0 400
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// 4.1 410
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// 4.2 420
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// 4.3 430
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// ES 2.0 100 "#version 100"
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// ES 3.0 300 "#version 300 es"
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//----------------------------------------
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#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
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#define _CRT_SECURE_NO_WARNINGS
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#endif
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#include "imgui.h"
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#include "imgui_impl_opengl3.h"
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#include <stdio.h>
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h> // intptr_t
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#else
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#include <stdint.h> // intptr_t
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#endif
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#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions. You may use another OpenGL loader/header such as: glew, glext, glad, glLoadGen, etc.
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//#include <glew.h>
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@ -40,9 +65,9 @@
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//#include <glad/glad.h>
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// OpenGL Data
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static char g_GlslVersion[32] = "";
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static char g_GlslVersionString[32] = "";
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static GLuint g_FontTexture = 0;
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static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
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static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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@ -56,10 +81,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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{
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// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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if (glsl_version == NULL)
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glsl_version = "#version 150";
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersion));
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strcpy(g_GlslVersion, glsl_version);
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strcat(g_GlslVersion, "\n");
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glsl_version = "#version 130";
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IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString));
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strcpy(g_GlslVersionString, glsl_version);
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strcat(g_GlslVersionString, "\n");
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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@ -253,6 +278,42 @@ void ImGui_ImplOpenGL3_DestroyFontsTexture()
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}
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}
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// If you get an error please report on github. You may try different GL context version or GLSL version.
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static bool CheckShader(GLuint handle, const char* desc)
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{
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GLint status = 0, log_length = 0;
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glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
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glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if (status == GL_FALSE)
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fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
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if (log_length > 0)
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{
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ImVector<char> buf;
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buf.resize((int)(log_length + 1));
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glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
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fprintf(stderr, "%s\n", buf.begin());
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}
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return status == GL_TRUE;
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}
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// If you get an error please report on github. You may try different GL context version or GLSL version.
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static bool CheckProgram(GLuint handle, const char* desc)
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{
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GLint status = 0, log_length = 0;
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glGetProgramiv(handle, GL_LINK_STATUS, &status);
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glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
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if (status == GL_FALSE)
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fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc);
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if (log_length > 0)
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{
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ImVector<char> buf;
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buf.resize((int)(log_length + 1));
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glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());
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fprintf(stderr, "%s\n", buf.begin());
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}
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return status == GL_TRUE;
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}
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bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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{
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// Backup GL state
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@ -261,8 +322,25 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
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// Create shaders
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const GLchar *vertex_shader =
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// Parse GLSL version string
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int glsl_version = 130;
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sscanf(g_GlslVersionString, "#version %d", &glsl_version);
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const GLchar* vertex_shader_glsl_120 =
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"uniform mat4 ProjMtx;\n"
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"attribute vec2 Position;\n"
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"attribute vec2 UV;\n"
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"attribute vec4 Color;\n"
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"varying vec2 Frag_UV;\n"
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"varying vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* vertex_shader_glsl_130 =
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"uniform mat4 ProjMtx;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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@ -271,34 +349,65 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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"out vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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" Frag_UV = UV;\n"
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" Frag_Color = Color;\n"
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" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
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"}\n";
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const GLchar* fragment_shader =
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const GLchar* fragment_shader_glsl_120 =
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"#ifdef GL_ES\n"
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" precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D Texture;\n"
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"varying vec2 Frag_UV;\n"
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"varying vec4 Frag_Color;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
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"}\n";
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const GLchar* fragment_shader_glsl_130 =
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Color;\n"
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"out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
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"}\n";
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const GLchar* vertex_shader_with_version[2] = { g_GlslVersion, vertex_shader };
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const GLchar* fragment_shader_with_version[2] = { g_GlslVersion, fragment_shader };
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// Select shaders matching our GLSL versions
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const GLchar* vertex_shader = NULL;
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const GLchar* fragment_shader = NULL;
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if (glsl_version < 130)
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{
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vertex_shader = vertex_shader_glsl_120;
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fragment_shader = fragment_shader_glsl_120;
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}
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else
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{
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vertex_shader = vertex_shader_glsl_130;
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fragment_shader = fragment_shader_glsl_130;
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}
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// Create shaders
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const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader };
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
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glCompileShader(g_VertHandle);
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CheckShader(g_VertHandle, "vertex shader");
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const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader };
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
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glCompileShader(g_FragHandle);
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CheckShader(g_FragHandle, "fragment shader");
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g_ShaderHandle = glCreateProgram();
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g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
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g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(g_VertHandle, 2, vertex_shader_with_version, NULL);
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glShaderSource(g_FragHandle, 2, fragment_shader_with_version, NULL);
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glCompileShader(g_VertHandle);
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glCompileShader(g_FragHandle);
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glAttachShader(g_ShaderHandle, g_VertHandle);
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glAttachShader(g_ShaderHandle, g_FragHandle);
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glLinkProgram(g_ShaderHandle);
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CheckProgram(g_ShaderHandle, "shader program");
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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@ -306,6 +415,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
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// Create buffers
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glGenBuffers(1, &g_VboHandle);
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glGenBuffers(1, &g_ElementsHandle);
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