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@vs ext_vs
in vec4 position;
in vec2 texcoord0;
out vec2 uv;
void main()
{
gl_Position = position;
uv = texcoord0;
}
@end
/* ext fragment shader */
@fs ext_fs
#extension GL_OES_EGL_image_external : require
uniform samplerExternalOES ext_fs_tex;
in vec2 uv;
out vec4 frag_color;
void main()
{
frag_color = texture(ext_fs_tex, uv);
}
@end
/* ext shader program */
@program ext ext_vs ext_fs
Two issues:
it states it requires GL_OES_EGL_image_external_essl3 even when compiling for glsl100.
it cannot find a match for the texture() call.
If I manually embed the shader source below into an sokol app, it works fine. This is what I would have expected sokol-shdc to output. I had a look through the code, and it seems like it ought to work as the version of the glsl code it is using does recognise this extension.
Two issues:
If I manually embed the shader source below into an sokol app, it works fine. This is what I would have expected sokol-shdc to output. I had a look through the code, and it seems like it ought to work as the version of the glsl code it is using does recognise this extension.
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