To use GLSL 3 in a shader, the first line of the shader has to be: #pragma language glsl3
glsl1 is the default language.
Added “glsl3” graphics feature as part of the table returned by love.graphics.getSupported().
Added love.graphics.validateShader(boolean gles, shadercode). It returns a boolean along with an error string if the shader code has errors for its target language and platform (gles or desktop).
Implemented support for Core Profile OpenGL 3.3 in love.graphics.
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branch : minor
The above are batched together into a single draw call when called without other drawing calls in between, as long as the following criteria are met:
- The texture is the same.
- The primitive type is the same (points cannot be batched with non-points).
- The love.graphics state is the same (aside from the current color - i.e. setColor - and the transform state).
- The active shader’s uniform values are the same.
You can examine the ‘drawcalls’ field of love.graphics.getStats() to help determine if your code is allowing for optimum batching.
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branch : minor