examples: switch to GLSL 1.30 to support Intel graphics

This commit is contained in:
Matthias Schiffer 2017-11-12 15:41:03 +01:00
parent ce381dec2a
commit 76a70a787b
Signed by: neocturne
GPG key ID: 16EF3F64CB201D9C
11 changed files with 17 additions and 17 deletions

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@ -1,4 +1,4 @@
#version 330
#version 130
out vec4 fragColor;

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@ -1,4 +1,4 @@
#version 330
#version 130
out vec4 fragColor;

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@ -1,4 +1,4 @@
#version 330
#version 130
out vec4 fragColor;

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@ -1,4 +1,4 @@
#version 330
#version 130
out vec4 fragColor;

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@ -1,4 +1,4 @@
#version 330
#version 130
out vec4 fragColor;

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@ -1,4 +1,4 @@
#version 330
#version 130
out vec4 fragColor;

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@ -1,4 +1,4 @@
#version 330
#version 130
out vec4 fragColor;

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@ -1,4 +1,4 @@
#version 330
#version 130
out vec4 fragColor;

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@ -1,4 +1,4 @@
#version 330
#version 130
out vec4 fragColor;

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@ -1,4 +1,4 @@
#version 330
#version 130
out vec4 fragColor;
@ -56,13 +56,13 @@ void main(void) {
float k = param1;
for (int i = 0; i < n; i++) {
mat3 t = scale(0.3 + 0.02 * param2)
* rot(-PI/2*(k*i/n + time/1500))
* trans(0.5, 0.0)
* rot(2*PI*i/n)
* scale(1 / (1 + 0.03 * param2));
mat3 t = scale(1 + 0.03 * param2)
* rot(-2*PI*i/n)
* trans(-0.5, 0.0)
* rot(PI/2*(k*i/n + time/1500))
* scale(1 / (0.3 + 0.02 * param2));
float c = square(p * inverse(t));
float c = square(p * t);
scene = abs(scene - c);
}

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@ -1,4 +1,4 @@
#version 330
#version 130
out vec4 fragColor;