![]() ![]() Sign up to my newsletter and get OpenGL development tips. I hope this helps in case you plan to port your OpenGL ES 2.0 project to use OpenGL ES 3.0 variable that will sent data to framebuffer ![]() ![]() For example: Fragment Shader #version 300 es You can now set your own out variable that will sent data to the framebuffer. You no longer need to use gl_FragColor in fragment shaders You can set the location of the vertex attribute by using the following: Vertex Shader #version 300 es The restrictions are defined in Sections 3.8.2, 'Shader Execution', and 3.7.11, 'Mipmap Generation', of the OpenGL ES 2.0 specification, and are summarized here: generateMipmap (target. Remember how you needed to find the location of a vertex attribute by calling glGetAttribLocation()? That is no longer necessary. While OpenGL 2.0 and later for the desktop offer full support for non-power-of-two (NPOT) textures, OpenGL ES 2.0 and WebGL have only limited NPOT support. You no longer need to find the location of a vertex attribute The keyword out replaces the keyword varying in shaders.įor example: Vertex Shader #version 300 es The keyword in replaces the keyword attribute in vertex shaders. Instead, you now use the keywords in and out. You no longer use the keyword attribute in vertex shaders It turns out that porting an application to OpenGL ES 3.0 is not that complicated. Part of that fear was not knowing answers to questions such as: How much did the OpenGL API changed? Will I have to change all my Shaders? How much will I have to change in the engine? But I was afraid of porting over to this version. I was aware that iOS devices now supported OpenGL ES 3.0. For a long time I focused in using OpenGL ES 2.0 in my game engine. ![]()
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