GLSL >3.10 limiting at compile time?

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.