Ported glsl to version 110 (GL 2.0)
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					 1 changed files with 10 additions and 11 deletions
				
			
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			@ -193,13 +193,13 @@ void ImGui_ImplSdl_CreateFontsTexture()
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bool ImGui_ImplSdl_CreateDeviceObjects()
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{
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    const GLchar *vertex_shader =
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        "#version 130\n"
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        "#version 110\n"
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        "uniform mat4 ProjMtx;\n"
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        "in vec2 Position;\n"
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        "in vec2 UV;\n"
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        "in vec4 Color;\n"
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        "out vec2 Frag_UV;\n"
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        "out vec4 Frag_Color;\n"
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        "attribute vec2 Position;\n"
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        "attribute vec2 UV;\n"
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        "attribute vec4 Color;\n"
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        "varying vec2 Frag_UV;\n"
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        "varying vec4 Frag_Color;\n"
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        "void main()\n"
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        "{\n"
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        "   Frag_UV = UV;\n"
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			@ -208,14 +208,13 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
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        "}\n";
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    const GLchar* fragment_shader =
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        "#version 130\n"
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        "#version 110\n"
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        "uniform sampler2D Texture;\n"
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        "in vec2 Frag_UV;\n"
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        "in vec4 Frag_Color;\n"
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        "out vec4 Out_Color;\n"
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        "varying vec2 Frag_UV;\n"
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        "varying vec4 Frag_Color;\n"
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        "void main()\n"
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        "{\n"
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        "   Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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        "   gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n"
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        "}\n";
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    g_ShaderHandle = gl.CreateProgram();
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