![]() Ideally, start with a genuine GLSL 2.0 text. It's not hard to map the one to the other, but possibly a real hurdle when starting. GLSL 1.30 looks towards potential future additional programmable pipeline stages so prefers a more abstract idea of inputs and outputs to each part, producing different keywords and hence a different syntax. GLSL ES 1.0 (as in GL ES 2.0) sticks to the concepts of uniforms (things you specify at most once per triangle) and varyings (things you calculate per vertex and the hardware works out intermediate per-pixel values for automatically). And it's not just esoteric features that differ, it's some fundamental naming things that aren't going to be so nice when you're starting out. Unfortunately, the GL shading language used with GL 3.0 is ahead of that paired with GLES 2.0 (1.30 for the former, a slimmed 1.20 for the latter). ![]() ![]() ![]() You're no longer meant to do that under 3.0 as the fixed stuff is deprecated - you're explicitly warned that it may vanish in the future. OpenGL 2.0 was the first with a programmable pipeline, but it operates in tandem with the fixed pipeline, so for example you can write a vertex shader (roughly, a thing that defines how a position in 3d space is transformed into a position on the screen) that just says 'use the fixed functionality code'.
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