Internal vs GLSL version/profile handling
3Dickulus opened this issue · 1 comments
Describe the bug
Does not quite handle GLSL version/profile requests properly
To Reproduce
Load the keyframes tutorial
use #version <int> [core|compatibility]
as the first line in user frag with different combinations
build program
see errors
Expected behavior
FragM successfully adapts to legacy vs modern when running under none|core|compatibility profiles
Desktop:
- Vendor: NVIDIA Corporation
- Renderer: GeForce GTX 760/PCIe/SSE2
- GL Driver: 4.5.0 NVIDIA 450.51.06
- Using Core profile
Additional context
The current scheme for detection of version and profile in fragment source is naive, need to refactor to cover as many profile and versions as possible 110 - 150, 300es 320es, 330 400-460 core
WIP minimal and relatively simple changes to MathUtils.frag DE-Raytracer.frag 3D.frag and BufferShader.frag and a few internal adjustments, some success with adaptive legacy, 300 es, 330 core and 450 core.