diff --git a/docs/lua/examples/shader-demo/default-post-process-shader.lua b/docs/lua/examples/shader-demo/default-post-process-shader.lua index 8b5be8a08..75b4a0999 100644 --- a/docs/lua/examples/shader-demo/default-post-process-shader.lua +++ b/docs/lua/examples/shader-demo/default-post-process-shader.lua @@ -1,7 +1,7 @@ local function on_post_process_vertex_shader_create() local vertexShader = {} - table.insert(vertexShader, "#version 150") + table.insert(vertexShader, "#version 410 core") table.insert(vertexShader, "in vec4 aVtxPos;") table.insert(vertexShader, "in vec2 aTexCoord;") table.insert(vertexShader, "out vec2 vTexCoord;") @@ -16,7 +16,7 @@ end local function on_post_process_fragment_shader_create(cc) local fragmentShader = {} - table.insert(fragmentShader, "#version 150") + table.insert(fragmentShader, "#version 410 core") table.insert(fragmentShader, "uniform sampler2D uPassTex;") table.insert(fragmentShader, "in vec2 vTexCoord;") table.insert(fragmentShader, "out vec4 fragColor;") diff --git a/docs/lua/examples/shader-demo/invert-color-shader.lua b/docs/lua/examples/shader-demo/invert-color-shader.lua index c6efef435..83209b3e5 100644 --- a/docs/lua/examples/shader-demo/invert-color-shader.lua +++ b/docs/lua/examples/shader-demo/invert-color-shader.lua @@ -4,7 +4,7 @@ local function on_post_process_fragment_shader_create(cc) local fragmentShader = {} - table.insert(fragmentShader, "#version 150") + table.insert(fragmentShader, "#version 410 core") table.insert(fragmentShader, "uniform sampler2D uPassTex;") table.insert(fragmentShader, "in vec2 vTexCoord;") table.insert(fragmentShader, "out vec4 fragColor;") diff --git a/docs/lua/examples/shader-demo/mirror-shader.lua b/docs/lua/examples/shader-demo/mirror-shader.lua index ac0f3f1b4..35ce9aff7 100644 --- a/docs/lua/examples/shader-demo/mirror-shader.lua +++ b/docs/lua/examples/shader-demo/mirror-shader.lua @@ -4,7 +4,7 @@ local function on_post_process_vertex_shader_create() local vertexShader = {} - table.insert(vertexShader, "#version 150") + table.insert(vertexShader, "#version 410 core") table.insert(vertexShader, "in vec4 aVtxPos;") table.insert(vertexShader, "in vec2 aTexCoord;") table.insert(vertexShader, "out vec2 vTexCoord;")