fuck intel
This commit is contained in:
8
render.c
8
render.c
@@ -34,7 +34,7 @@
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/* Only a single vertex shader is needed for GLava, since all rendering is done in the fragment shader
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over a fullscreen quad */
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#define VERTEX_SHADER_SRC \
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"layout(location = 0) in vec3 pos; void main() { gl_Position = vec4(pos.x, pos.y, 0f, 1f); }"
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"layout(location = 0) in vec3 pos; void main() { gl_Position = vec4(pos.x, pos.y, 0.0F, 1.0F); }"
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/* load shader file */
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static GLuint shaderload(const char* rpath,
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@@ -691,14 +691,16 @@ struct renderer* rd_new(const char** paths, const char* entry, const char* force
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glfwWindowHint(GLFW_FLOATING, GLFW_FALSE);
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
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/*
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#ifdef GLFW_TRANSPARENT_FRAMEBUFFER
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glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
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#elif GLFW_TRANSPARENT
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glfwWindowHint(GLFW_TRANSPARENT, GLFW_TRUE);
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#else
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printf("WARNING: the linked version of GLFW3 does not have transparency support"
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" (GLFW_TRANSPARENT[_FRAMEBUFFER])!\n");
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*/ printf("WARNING: the linked version of GLFW3 does not have transparency support"
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" (GLFW_TRANSPARENT[_FRAMEBUFFER])!\n"); /*
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#endif
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*/
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if (!(gl->w = glfwCreateWindow(500, 400, "GLava", NULL, NULL))) {
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glfwTerminate();
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