diff options
author | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-02-29 05:09:34 -0300 |
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committer | ReinUsesLisp <reinuseslisp@airmail.cc> | 2020-03-09 18:40:53 -0300 |
commit | e612242977a3c8678ef9eef7511fe1b5fc378bd3 (patch) | |
tree | 005f14e2a7011d6e74ee761233b36ed873ea9343 /src | |
parent | 978172530ebdf487529bf5a9a7caf3e9ca9d0810 (diff) |
gl_shader_decompiler: Roll back to GLSL core 430
RenderDoc won't build shaders if we use GLSL compatibility.
Diffstat (limited to 'src')
-rw-r--r-- | src/video_core/renderer_opengl/gl_shader_decompiler.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 48a25f1f8..0adb51629 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -478,7 +478,7 @@ private: void DecompileAST(); void DeclareHeader() { - code.AddLine("#version 450 compatibility"); + code.AddLine("#version 430 core"); code.AddLine("#extension GL_ARB_separate_shader_objects : enable"); if (device.HasShaderBallot()) { code.AddLine("#extension GL_ARB_shader_ballot : require"); |