diff --git a/src/harness/renderers/gl_renderer.c b/src/harness/renderers/gl_renderer.c index 8d9a64fa..ccb33b32 100644 --- a/src/harness/renderers/gl_renderer.c +++ b/src/harness/renderers/gl_renderer.c @@ -25,7 +25,7 @@ GLuint screen_texture; GLuint shader_program; int Harness_GLRenderer_GetWindowFlags() { - SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); + //SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); return SDL_WINDOW_OPENGL; } @@ -54,24 +54,24 @@ void Harness_GLRenderer_Activate(SDL_Window* window) { SDL_GL_MakeCurrent(window, context); - const char* vs_source = "#version 330 core\n" - "layout (location = 0) in vec3 aPos;\n" - "layout (location = 1) in vec3 aColor;\n" - "layout (location = 2) in vec2 aTexCoord;\n" - "out vec2 TexCoord;\n" + const char* vs_source = "#version 120\n" + "attribute vec3 aPos;\n" + "attribute vec3 aColor;\n" + "attribute vec2 aTexCoord;\n" + "varying vec2 TexCoord;\n" "void main()\n" "{\n" " gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n" " TexCoord = aTexCoord;\n" "}\0"; - const char* fs_source = "#version 330 core\n" - "out vec4 FragColor;\n" - "in vec2 TexCoord;\n" + const char* fs_source = "#version 120\n" + "varying vec4 FragColor;\n" + "varying vec2 TexCoord;\n" "uniform sampler2D ourTexture;\n" "void main()\n" "{\n" - " FragColor = texture(ourTexture, TexCoord);\n" + " gl_FragColor = texture2D(ourTexture, TexCoord);\n" "}\n\0"; vs = glCreateShader(GL_VERTEX_SHADER); CompileShader(vs, vs_source);