removed all the #version 330 core lines in shader
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@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2DRect colorSampler;
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uniform sampler2DRect blurSampler0;
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uniform sampler2DRect blurSampler1;
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@ -1,5 +1,3 @@
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#version 330 core
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// linear sampling gaussian blur (kernel size : 9)
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// from http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling
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@ -1,5 +1,3 @@
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#version 330 core
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uniform vec3 lightColor;
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uniform float materialNs;
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@ -1,5 +1,3 @@
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#version 330 core
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uniform mat4 modelViewMatrix;
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uniform mat4 MVP;
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uniform mat4 viewMatrix;
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@ -1,4 +1,3 @@
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#version 330 core
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec4 outColor;
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layout (location = 2) out vec4 outSpecular;
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@ -1,5 +1,3 @@
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#version 330 core
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#ifdef NORMAL_MAP
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out mat3 tangentSpace;
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#else
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@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2DRect colorSampler;
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uniform vec3 minMaxMean;
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@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2DRect colorSampler;
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uniform float threshold;
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@ -1,5 +1,3 @@
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#version 330 core
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uniform sampler2DRect minMaxMeanSampler;
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uniform int width;
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uniform int height;
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@ -171,8 +171,7 @@ unsigned int Light::getFlags(Light* l)
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}
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const char* Light::vertSource =
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"#version 330 core\n\
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layout(location = 0)in vec3 inPosition;\n\
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"layout(location = 0)in vec3 inPosition;\n\
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#ifdef ALPHA_MASK\n\
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layout(location = 2)in vec2 inTexCoord;\n\
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out vec3 varTexCoord;\n\
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@ -187,8 +186,7 @@ const char* Light::vertSource =
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}\n";
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const char* Light::fragSource =
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"#version 330 core\n\
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#ifdef ALPHA_MASK\n\
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"#ifdef ALPHA_MASK\n\
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uniform sampler2D alphaMask;\n\
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in vec3 varTexCoord;\n\
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#endif\n\
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@ -218,8 +218,7 @@ void PostEffectModule::setShaders(const std::string &luminanceFragSource,
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}
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const std::string PostEffectModule::vertSource =
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"#version 330 core\n\
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layout(location = 0)in vec2 inPosition;\n\
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"layout(location = 0)in vec2 inPosition;\n\
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void main(void) {\n\
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gl_Position = vec4(inPosition, 0.0, 1.0);\n\
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}\n";
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@ -129,8 +129,7 @@ const GLubyte SkyboxModule::skyboxIndices[] = {
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};
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const std::string SkyboxModule::vertSource =
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"#version 330 core\n\
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layout(location = 0)in vec3 inPosition;\n\
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"layout(location = 0)in vec3 inPosition;\n\
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out vec3 varTexCoord;\n\
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uniform mat4 MVP;\n\
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void main()\n\
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@ -140,8 +139,7 @@ const std::string SkyboxModule::vertSource =
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}\n";
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const std::string SkyboxModule::fragSource =
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"#version 330 core\n\
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in vec3 varTexCoord;\n\
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"in vec3 varTexCoord;\n\
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out vec4 outColor;\n\
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uniform samplerCube skybox;\n\
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void main()\n\
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