{"id":849,"date":"2013-01-31T10:08:51","date_gmt":"2013-01-31T09:08:51","guid":{"rendered":"http:\/\/www.ozone3d.net\/blogs\/lab\/?p=849"},"modified":"2013-01-31T10:08:51","modified_gmt":"2013-01-31T09:08:51","slug":"version-du-glsl-dans-les-shaders","status":"publish","type":"post","link":"https:\/\/www.ozone3d.net\/blogs\/lab\/20130131\/version-du-glsl-dans-les-shaders\/","title":{"rendered":"Version du GLSL dans les Shaders"},"content":{"rendered":"<p><center><br \/>\n<img decoding=\"async\" src=\"http:\/\/www.ozone3d.net\/public\/jegx\/201301\/glslhacker-torus-shadow-mapping-001.jpg\" \/><br \/>\n<\/center><\/p>\n<p><!--more--><\/p>\n<p><a href=\"http:\/\/www.glslhacker.com\">GLSL Hacker<\/a> est dispo sur plusieurs plateformes dont <b>OSX<\/b> (OpenGL 2.1 et OpenGL 3.2 au moment de l&#8217;\u00e9criture de ce post) et il est important de bien sp\u00e9cifier la version du GLSL utilis\u00e9 dans un shader. La sp\u00e9cification de la version se fait par la directive <tt>#version<\/tt> au d\u00e9but du code du shader. A partir d&#8217;OpenGL 3.3, la version du GLSL est logique et elle suit la version d&#8217;OpenGL. Mais avant c&#8217;est un peu le foutoir donc un petit tableau r\u00e9capitulatif n&#8217;est pas superflu:<\/p>\n<p><center><\/p>\n<table border=\"1\" cellpadding=\"5\">\n<tr>\n<td>&nbsp;&nbsp;<b>OpenGL version<\/b>&nbsp;&nbsp;<\/td>\n<td>&nbsp;&nbsp;<b>GLSL version<\/b>&nbsp;&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;2.0<\/td>\n<td>&nbsp;#version 110<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;2.1<\/td>\n<td>&nbsp;#version 120<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;3.0<\/td>\n<td>&nbsp;#version 130<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;3.1<\/td>\n<td>&nbsp;#version 140<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;3.2<\/td>\n<td>&nbsp;#version 150<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;3.3<\/td>\n<td>&nbsp;#version 330<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;4.0<\/td>\n<td>&nbsp;#version 400<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;4.1<\/td>\n<td>&nbsp;#version 410<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;4.2<\/td>\n<td>&nbsp;#version 420<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;4.3<\/td>\n<td>&nbsp;#version 430<\/td>\n<\/tr>\n<\/table>\n<p><\/center><\/p>\n<p><i><a href=\"http:\/\/www.opengl.org\/wiki\/Core_Language_%28GLSL%29\">(source)<\/a><\/i><\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9],"tags":[18,638,449],"class_list":["post-849","post","type-post","status-publish","format-standard","hentry","category-opengl","tag-glsl","tag-opengl","tag-version"],"aioseo_notices":[],"views":928,"_links":{"self":[{"href":"https:\/\/www.ozone3d.net\/blogs\/lab\/wp-json\/wp\/v2\/posts\/849","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.ozone3d.net\/blogs\/lab\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.ozone3d.net\/blogs\/lab\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.ozone3d.net\/blogs\/lab\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.ozone3d.net\/blogs\/lab\/wp-json\/wp\/v2\/comments?post=849"}],"version-history":[{"count":0,"href":"https:\/\/www.ozone3d.net\/blogs\/lab\/wp-json\/wp\/v2\/posts\/849\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.ozone3d.net\/blogs\/lab\/wp-json\/wp\/v2\/media?parent=849"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.ozone3d.net\/blogs\/lab\/wp-json\/wp\/v2\/categories?post=849"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.ozone3d.net\/blogs\/lab\/wp-json\/wp\/v2\/tags?post=849"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}