Although not technically required, I believe it is best practice for shaders to specify which version of the GLSL spec they conform to. Closes #864.
@@ -47,6 +47,7 @@
#define CURSOR_FRAME_COUNT 60
static const char* vertex_shader_text =
+"#version 110\n"
"uniform mat4 MVP;\n"
"attribute vec2 vPos;\n"
"void main()\n"
@@ -55,6 +56,7 @@ static const char* vertex_shader_text =
"}\n";
static const char* fragment_shader_text =
"{\n"
" gl_FragColor = vec4(1.0);\n"
@@ -38,6 +38,7 @@
#include "linmath.h"
"varying vec2 texcoord;\n"
@@ -48,6 +49,7 @@ static const char* vertex_shader_text =
"uniform sampler2D texture;\n"
"uniform vec3 color;\n"