mirror of
https://github.com/open-goal/jak-project
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40e2f113e6
## Problem OpenGOAL uses OpenGL 4.3. Apple stopped upgrading OpenGL after 4.1, so the way OpenGOAL currently works will never be playable on Macs using OpenGL. ## Solution Luckily, downgrading to OpenGL 4.1 is not a huge change (at least it doesn't seem like it to my untrained eyes). ## Changes * set hints for OpenGL 4.1 instead of 4.3 for __APPLE__ * skip the OpenGL debugging callback setup for macOS (requires 4.3) * bump down the version string for all shaders * stop using the `binding` layout qualifier in shader code * move the `flat` qualifier first (not sure if this is a 4.1 thing or just Macs being more strict) * don't mix signed and unsigned ints in shaders (not sure if this is a 4.1 thing or just Macs being more strict) * add some hacky CPP to the Shader constructor for binding texture units and bones buffers based on variable names in the shader code ## Results   
14 lines
203 B
GLSL
14 lines
203 B
GLSL
#version 410 core
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in vec2 screen_pos;
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out vec4 color;
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uniform vec4 fragment_color;
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uniform sampler2D tex_T0;
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void main() {
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color = vec4(texture(tex_T0, screen_pos).rgb * fragment_color.a, 1.0);
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}
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