fuck intel

This commit is contained in:
Jarcode
2017-12-04 16:10:01 -08:00
parent 6e19ef29ab
commit 9e4cb2b3fa

View File

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