I've been writing shaders like this:
#version 330 core
in vec2 tex_position;
uniform sampler2D texture_in;
void main(){
gl_FragColor = texture(texture_in, vec2(tex_position.x, 1.0 - tex_position.y));
}
It compiles and runs fine, but I'm told by my friend (using the same OpenGL/GLSL version on a different computer) that it's failing because gl_FragColor
has been removed. How can I force these shaders to only use the standard GLSL 330 and not nonstandard/deprecated things?