I wrote shaders as follows:
in vec2 tex_position;
uniform sampler2D texture_in;
void main(){
gl_FragColor = texture(texture_in, vec2(tex_position.x, 1.0 - tex_position.y));
}
It compiles and works fine, but my friend told me (using the same version of OpenGL / GLSL on another computer) that it does not work because it gl_FragColorwas deleted. How to force these shaders to use only standard GLSL 330, and not non-standard / obsolete things?
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