OpenGL: Add explicit/matching qualifiers in output shader interface

fixes issues with old intel drivers
This commit is contained in:
goeiecool9999 2025-03-04 17:58:18 +01:00
parent ebb5ab53e2
commit 31d2db6f78

View file

@ -187,8 +187,8 @@ std::string RendererOutputShader::GetOpenGlVertexSource(bool render_upside_down)
// vertex shader // vertex shader
std::ostringstream vertex_source; std::ostringstream vertex_source;
vertex_source << vertex_source <<
R"(#version 400 R"(#version 420
out vec2 passUV; layout(location = 0) smooth out vec2 passUV;
out gl_PerVertex out gl_PerVertex
{ {
@ -297,7 +297,7 @@ uniform vec2 nativeResolution;
uniform vec2 outputResolution; uniform vec2 outputResolution;
#endif #endif
layout(location = 0) in vec2 passUV; layout(location = 0) smooth in vec2 passUV;
layout(binding = 0) uniform sampler2D textureSrc; layout(binding = 0) uniform sampler2D textureSrc;
layout(location = 0) out vec4 colorOut0; layout(location = 0) out vec4 colorOut0;
)" + shaderSrc; )" + shaderSrc;