diff --git a/kitty/borders.py b/kitty/borders.py index bb15de8f0..0448dfbae 100644 --- a/kitty/borders.py +++ b/kitty/borders.py @@ -36,6 +36,7 @@ class BordersProgram(ShaderProgram): def __init__(self): ShaderProgram.__init__( self, '''\ +#version GLSL_VERSION uniform vec3 colors[3]; in vec3 rect; out vec3 color; @@ -45,6 +46,7 @@ void main() { color = colors[uint(rect[2])]; } ''', '''\ +#version GLSL_VERSION in vec3 color; out vec4 final_color; diff --git a/kitty/cell_fragment.glsl b/kitty/cell_fragment.glsl index 9decc0451..ba59bc07e 100644 --- a/kitty/cell_fragment.glsl +++ b/kitty/cell_fragment.glsl @@ -1,3 +1,4 @@ +#version GLSL_VERSION uniform sampler2DArray sprites; in vec3 sprite_pos; in vec3 underline_pos; diff --git a/kitty/cell_vertex.glsl b/kitty/cell_vertex.glsl index ef92a25fa..f9a307c91 100644 --- a/kitty/cell_vertex.glsl +++ b/kitty/cell_vertex.glsl @@ -1,3 +1,4 @@ +#version GLSL_VERSION uniform uvec2 dimensions; // xnum, ynum uniform vec4 steps; // xstart, ystart, dx, dy uniform vec2 sprite_layout; // dx, dy diff --git a/kitty/cursor_fragment.glsl b/kitty/cursor_fragment.glsl index 007e3cf62..45e832a81 100644 --- a/kitty/cursor_fragment.glsl +++ b/kitty/cursor_fragment.glsl @@ -1,3 +1,4 @@ +#version GLSL_VERSION uniform vec4 color; out vec4 final_color; diff --git a/kitty/cursor_vertex.glsl b/kitty/cursor_vertex.glsl index a71a404b5..bc33d1b60 100644 --- a/kitty/cursor_vertex.glsl +++ b/kitty/cursor_vertex.glsl @@ -1,3 +1,4 @@ +#version GLSL_VERSION uniform vec2 xpos; uniform vec2 ypos; diff --git a/kitty/shaders.py b/kitty/shaders.py index 283c66fe9..037722dce 100644 --- a/kitty/shaders.py +++ b/kitty/shaders.py @@ -310,7 +310,7 @@ class ShaderProgram: # {{{ def add_shader(self, source: str, shader_type: int) -> int: ' Compile a shader and return its id, or raise an exception if compilation fails ' shader_id = glCreateShader(shader_type) - source = '#version {}\n{}'.format(VERSION, source) + source = source.replace('GLSL_VERSION', str(VERSION), 1) try: glShaderSource(shader_id, source) glCompileShader(shader_id)