来自:https://github.com/mattdesl/lwjgl-basics/wiki/GLSL-Versions
You can use the #version
command as the first line of your shader to specify GLSL version:
#version 120 void main() { gl_FragColor = vec4(1.0); }
GLSL versions are released alongside GL versions. See the following charts to decide which version you would like to target.
GLSL Versions
OpenGL Version | GLSL Version |
2.0 | 110 |
2.1 | 120 |
3.0 | 130 |
3.1 | 140 |
3.2 | 150 |
3.3 | 330 |
4.0 | 400 |
4.1 | 410 |
4.2 | 420 |
4.3 | 430 |
GLSL ES Versions (Android, iOS, WebGL)
OpenGL ES has its own Shading Language, and the versioning starts fresh. It is based on OpenGL Shading Language version 1.10.
OpenGL ES Version | GLSL ES Version |
2.0 | 100 |
3.0 | 300 |
So, for example, if a feature is available in GLSL 120, it probably won‘t be available in GLSL ES 100 unless the ES compiler specifically allows it.
Differences at a Glance
Differences between (desktop) GLSL versions.
Version 100
Vertex shader:
uniform mat4 projTrans; attribute vec2 Position; attribute vec2 TexCoord; varying vec2 vTexCoord; void main() { vTexCoord = TexCoord; gl_Position = u_projView * vec4(Position, 0.0, 1.0); }
Fragment shader:
uniform sampler2D tex0; varying vec2 vTexCoord; void main() { vec4 color = texture2D(tex0, vTexCoord); gl_FragColor = color; }
Version 330
As of GLSL 130+, in
and out
are used instead of attribute
and varying
. GLSL 330+ includes other features like layout qualifiers and changes texture2D
to texture
.
Vertex shader:
#version 330 uniform mat4 projTrans; layout(location = 0) in vec2 Position; layout(location = 1) in vec2 TexCoord; out vec2 vTexCoord; void main() { vTexCoord = TexCoord; gl_Position = u_projView * vec4(Position, 0, 1); }
Fragment shader:
#version 330 uniform sampler2D tex0; in vec2 vTexCoord; //use your own output instead of gl_FragColor out vec4 fragColor; void main() { //‘texture‘ instead of ‘texture2D‘ fragColor = texture(tex0, vTexCoord); }
Other Significant Changes
GLSL 120 Additions
- You can initialize arrays within a shader, like so:
float a[5] = float[5](3.4, 4.2, 5.0, 5.2, 1.1); float b[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
However, the above is not supported on Mac OSX Snow Leopard, even with GLSL 120.(1)
- You can initialize uniforms in a shader, and the value will be set at link time:
uniform float val = 1.0;
- You can use built-ins like
sin()
when setting aconst
value - Integers are implicitly converted to floats when necessary, for example:
float f = 1.0; <-- valid float g = 1; <-- only supported in GLSL 120 vec2 v = vec2(1, 2.0); <-- only supported in GLSL 120
- You can use
f
to define a float:float f = 2.5f;
GLSL 130 Additions
int
anduint
support (and bitwise operations with them)switch
statement support- New built-ins:
trunc()
,round()
,roundEven()
,isnan()
,isinf()
,modf()
- Fragment output can be user-defined
- Input and output is declared with
in
andout
syntax instead ofattribute
andvarying
GLSL 150 Additions
texture()
should now be used instead oftexture2D()
GLSL 330 Additions
- Layout qualifiers can declare the location of vertex shader inputs and fragment shader outputs, eg:
layout(location = 2) in vec3 values[4];
Formally this was only possible with ARB_explicit_attrib_location
extension