Hello,
at the moment I’m writing some GLSL shaders.
These shaders are for the OpenGL 4.1 core profile and should be compatible with OpenGL ES 2.0.
mediump in vec3 normalVector;
This is an excerpt from one of my vertex shaders.
This works fine in Linux.
The same shader in Windows throws the error
OpenGL does not allow ‘inout’ after ‘mediump’
If I switch the order of the qualifiers to
in mediump vec3 normalVector;
it works in Windows but throws the opposite error message in Linux.
OpenGL does not allow ‘mediump’ after ‘inout’
I use a nVidia card with driver version 280.13 with Linux and the newest current driver for Windows.
What am I doing wrong?
What is the correct order for the qualifiers?
Any ideas?
Thanx in advance,
TheAvatar