Is there a complier flag to limit GLSL to 3.00 when compiling?
The program must contain objects to form both a vertex and fragment shader.
Blitter: unable to create or find shader program
shader failed to compile
ERROR: unsupported shader version
GLSL:
#version 310 es
// Blitter
precision mediump float;
#define cvec4 vec4
uniform mediump sampler2D samp;
in vec4 tc;
out cvec4 FragColor;
void main() {
cvec4 texel = texture(samp, tc.xy);
FragColor = cvec4(texel.r, texel.g, texel.b, 1.0f);
}
got error linking
Seem maybe the macOS M2 host may not support GLSL 3.10?
I get these errors repeated over and over in my terminal I launch the qemu-system-aarch64 from. The game video menus and a black screen and running demo four has icons from q3a all over the screen in blocks and I get on block of small video window that is sporadic on the screen of the demo running.
Pretty cool anyway, I was just wondering is there is a compiler flag to limit to GLSL 3.00 so I can see if it resolves any of the issues?
OpenMOHAA plays just fine and I think it is based on the ioq3 engine, must be something to do with how I complied ioq3. It must be picking up GLSL 3.10 and I only have support for 1.3. OpenMOHAA was a binary I downloaded for arm64.