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Since a varying is an output from the vertex shader's perspective the qualifier has to be changed to out in OpenGL ES 3.0 / GLSL 3.00: out vec2 textureCoordinate The definition of a varying in the vertex shader in OpenGL ES 2.0 / GLSL 1.00 looks as follows: varying vec2 textureCoordinate The data is used by the graphics pipeline to interpolate values for each fragment and is provided to the fragment shader as input. This can be a calculated color for each vertex as well as texture coordinates that are just output without any modification. In GLSL 1.00 the varying qualifier is used to denote variables that hold data that is outputted by the vertex shader for each vertex. Shaderific takes care of appropriately binding the texture coordinate data to the right variable depending on the GLSL version you are using in your shader. Since the texture functions are named texture2D and textureCube in GLSL 1.00 there is no need to change the attribute name in shaders targeting OpenGL ES 2.0. The Shaderific-specific definition of the texture attribute and the newly introduced function name lead to a naming collision that was resolved with renaming the attribute.
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This is due to the fact that texture is now a reserved word in GLSL 3.00 that denotes the new texture lookup functions. In this specific case not only the attribute qualifier has to be changed to in but also the variable name has to be changed from texture to texCoord for OpenGL ES 3.0 / GLSL 3.00: in vec2 texCoord The default name for the attribute that holds texture coordinates for shaders using OpenGL ES 2.0 / GLSL 1.00 is defined by Shaderifc as follows: attribute vec2 texture OpenGL ES 3.0 / GLSL 3.00: in vec4 position įurthermore, there is another mandatory change regarding the naming of texture coordinates for shaders compiled with Shaderific. OpenGL ES 2.0 / GLSL 1.00: attribute vec4 position In GLSL 3.00 these variables use the in qualifier. In GLSL 1.00 the attribute qualifier is used for per vertex input variables that store data like positions, normals or texture coordinates. You can find information on the OpenGL version and GPU of your device under the menu item device capabilites. If you’re not sure about the capabilities of your device just go the settings menu of Shaderific. This is done by adding the following compiler directive at the beginning of the files: #version 300 esĭoing so on a device that does not support OpenGL ES 3.0 does result in the compile error: version '300' is not supported in line ?Ī shader without the compiler directive is treated as targeting OpenGL ES 2.0 / GLSL 1.00. The first thing you need to do is to enable the new shading language version in both shader files.
#SHADER MODEL 3.0 UPDATE UPDATE#
This example should help you to update your existing shaders and start to include new OpenGL ES 3.0 specific functionality. You can see a short video demonstrating the shader at YouTube and the shader program can be downloaded here. It is based on the head shader included in Shaderific.
#SHADER MODEL 3.0 UPDATE HOW TO#
The following is a tutorial that shows you how to update a simple shader that uses a 2D texture lookup from OpenGL ES 2.0 / GLSL 1.00 to OpenGL ES 3.0 / GLSL 3.00. For a quick overview of all (new) language constructs you can take a look at the OpenGL ES 3.0 Reference Card and compare it to the OpenGL ES 2.0 Reference Card. The update of the language includes among other things new language constructs that give you access to the new features of OpenGL ES 3.0 (e.g., 3D textures) but it also makes changes to already existing features (e.g., the lookup function for a texture2D). To use the new features provided by OpenGL ES 3.0 you need to use the new OpenGL Shading Language (GLSL 3.00) in your shader. OpenGL ES 3.0 is fully backward compatible with OpenGL ES 2.0 which means that all your shaders targeted at OpenGL ES 2.0 keep running just fine. Nonetheless, it is important to keep in mind that only the aforementioned devices are capable of OpenGL ES 3.0 and not all devices that run iOS 7. So if you want to target OpenGL ES 3.0 there are already a lot of new devices out there that do support it.
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With the release of iOS 7 and the introduction of the iPad Air, the iPad mini with retina display and the iPhone 5S Apple has brought OpenGL ES 3.0 to their mobile devices.