diff --git a/shaders/cell.f.glsl b/shaders/cell.f.glsl index 17e78a415..b80a6d430 100644 --- a/shaders/cell.f.glsl +++ b/shaders/cell.f.glsl @@ -13,6 +13,9 @@ flat in vec2 screen_cell_pos; // Position the fragment coordinate to the upper left layout(origin_upper_left) in vec4 gl_FragCoord; +// Must declare this output for some versions of OpenGL. +layout(location = 0) out vec4 FragColor; + // Font texture uniform sampler2D text; @@ -28,16 +31,16 @@ const uint MODE_CURSOR_RECT_HOLLOW = 4u; void main() { switch (mode) { case MODE_BG: - gl_FragColor = color; + FragColor = color; break; case MODE_FG: float a = texture(text, glyph_tex_coords).r; - gl_FragColor = vec4(color.rgb, color.a*a); + FragColor = vec4(color.rgb, color.a*a); break; case MODE_CURSOR_RECT: - gl_FragColor = color; + FragColor = color; break; case MODE_CURSOR_RECT_HOLLOW: @@ -46,7 +49,7 @@ void main() { // rectangle so we take the slowdown for that one. // Default to no color. - gl_FragColor = vec4(0., 0., 0., 0.); + FragColor = vec4(0., 0., 0., 0.); // We subtracted one from cell size because our coordinates start at 0. // So a width of 50 means max pixel of 49. @@ -70,7 +73,7 @@ void main() { abs(cell_frag_coord.x - cell_size_coords.x) < eps || abs(cell_frag_coord.y) < eps || abs(cell_frag_coord.y - cell_size_coords.y) < eps) { - gl_FragColor = color; + FragColor = color; } }