I tried to run a simple OpenGL 3 app with the following vertex shader program:-
in vec4 vPosition;
out vec2 otexcoord;
uniform mat4 modelview;
uniform mat4 projection;
void main()
{
gl_Position = projection * modelview * vPosition;
otexcoord.s = vPosition.x;
otexcoord.t = vPosition.y * -1.0;
};
I've run this code on 3 GPUs, from different company, and the results are different.
The AMD's one seems to be the least obvious. In fact I don't have any idea about it.
Below is some query string
Intel's and Nvidia's are similar, it's a GLSL 1.50 compiler. The AMD's is GLSL 4.20
Below is the question:-
You must always use a #version directive. If you do not, then the compiler will assume you mean GLSL version 1.10. Which means that out
is not a valid keyword.
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