switch back to OpenGL 3.3 (OS X issues)
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@ -380,7 +380,7 @@ var canvasUniformFormat = glhf.AttrFormat{
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}
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}
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var canvasVertexShader = `
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var canvasVertexShader = `
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#version 130
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#version 330 core
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in vec2 position;
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in vec2 position;
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in vec4 color;
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in vec4 color;
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@ -405,7 +405,7 @@ void main() {
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`
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`
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var canvasFragmentShader = `
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var canvasFragmentShader = `
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#version 130
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#version 330 core
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in vec4 Color;
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in vec4 Color;
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in vec2 TexCoords;
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in vec2 TexCoords;
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@ -90,8 +90,10 @@ func NewWindow(cfg WindowConfig) (*Window, error) {
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err := mainthread.CallErr(func() error {
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err := mainthread.CallErr(func() error {
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var err error
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var err error
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glfw.WindowHint(glfw.ContextVersionMajor, 2)
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glfw.WindowHint(glfw.ContextVersionMajor, 3)
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glfw.WindowHint(glfw.ContextVersionMinor, 1)
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glfw.WindowHint(glfw.ContextVersionMinor, 3)
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glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
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glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
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glfw.WindowHint(glfw.Resizable, bool2int[cfg.Resizable])
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glfw.WindowHint(glfw.Resizable, bool2int[cfg.Resizable])
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glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated])
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glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated])
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