make screen shaders work with OpenGL 3.1

This commit is contained in:
Arisotura
2019-05-17 15:47:40 +02:00
parent 72920bb763
commit 8bf4557175
3 changed files with 44 additions and 28 deletions

View File

@ -70,6 +70,8 @@
func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
func(GLBINDATTRIBLOCATION, glBindAttribLocation); \
func(GLBINDFRAGDATALOCATION, glBindFragDataLocation); \
\
func(GLCREATESHADER, glCreateShader); \
func(GLSHADERSOURCE, glShaderSource); \
@ -85,9 +87,12 @@
func(GLDELETESHADER, glDeleteShader); \
func(GLDELETEPROGRAM, glDeleteProgram); \
\
func(GLUNIFORM1I, glUniform1i); \
func(GLUNIFORM1UI, glUniform1ui); \
func(GLUNIFORM4UI, glUniform4ui); \
func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
\
func(GLACTIVETEXTURE, glActiveTexture); \
func(GLBINDIMAGETEXTURE, glBindImageTexture); \