Glsl attribute opengl es 2.0

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The keyword out replaces the keyword varying in shaders.įor example: Vertex Shader #version 300 es The keyword in replaces the keyword attribute in vertex shaders. Instead, you now use the keywords in and out.

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You no longer use the keyword attribute in vertex shaders It turns out that porting an application to OpenGL ES 3.0 is not that complicated. Part of that fear was not knowing answers to questions such as: How much did the OpenGL API changed? Will I have to change all my Shaders? How much will I have to change in the engine? But I was afraid of porting over to this version. I was aware that iOS devices now supported OpenGL ES 3.0. For a long time I focused in using OpenGL ES 2.0 in my game engine.

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