Apparently some macOS OpenGL drivers cannot handle using a VAO with attributes that have different divisors/apply to different shaders. So use a separate VAO for graphics rendering. This is a small performance hit, but is the price of supporting substandard computers.
10 lines
155 B
GLSL
10 lines
155 B
GLSL
#version GLSL_VERSION
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in vec4 src;
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out vec2 texcoord;
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void main() {
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texcoord = vec2(src[0], src[1]);
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gl_Position = vec4(src[2], src[3], 0, 1);
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}
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