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@mooman219
Last active July 27, 2022 08:31
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Changes from OpenGL GLSL 3.3 to GLSL 3.0 es
Removed:
• Profiles and deprecation
• Geometry shaders
• Multiple compilation units
• Shared globals (except for uniforms)
• in and out blocks
• vertex array inputs (attribute arrays)
• Layout qualifiers: index, origin_upper_left and pixel_center_integer
• CPP token pasting
• Unsized arrays.
• Implicit type conversion.
• Overloading built-in functions
• noperspective
• Multi-sample textures
• Rectangular textures
• Texture buffers
• 1D textures
• Noise
• Outer scope for built-in functions.
• Redeclaring built-in variables.
Added:
• Line continuation and UTF-8 in GLSL ES 1.00 when used with OpenGL ES 3.0
• Array length operator returns a signed integer-constant. The precision is determined using the rules for literal integers
• Clarified that source code lines may be of arbitrary length
• Line continuation
• Extended character set for comments
• Built-in constants: gl_MinProgramTexelOffset, gl_MaxProgramTexelOffset
• Handling and reporting of errors
• GLES macro
• Use of an undefined macro is an error
• Numeric precision of variables and operations
• Default precisions
• Definitions and behavior for precision qualifiers lowp, mediump and highp
• Invariance within a shader
• Relaxation of the order of evaluation of expressions
• Pack and unpack built-in functions
• List of errors
• Normative references
• Extension macro names always defined if the extension is available
• Clarified that for the operators << and >>, if both operands are vectors, they must have the same size
• GLSL ES 1.00 compatibility
• Vertex output, fragment input counting algorithm
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