Let me know if you have any problems with this. Of course, you should still use 'gl_Position' and 'gl_FragColor'. The problem with the attributes and uniforms from the OpenGL compatibility profile is that 'gl_' is a reserved prefix thus, you have to replace all occurrences of 'gl_' by some other prefix (I'm using 'glt_', 't' for temporary).
* define uniforms from the OpenGL compatibility profile (gl_ModelViewProjectionMatrix etc. * define attributes from the OpenGL compatibility profile (gl_Vertex, gl_Color, gl_Normal, gl_MultiTexCoord0, gl_MultiTexCoord1, see: ) * avoid any includes (fortunately I don't #include 'Unit圜G.glslinc' in my wikibook * avoid the #ifdef VERTEX and #ifdef FRAGMENT directives * in the fragment shader define a default precision with this first line: 'precision mediump float ' I tested one of the shaders from my wikibook ( ). (Jessy told me that the previous version of PVRUniSCoEditor works on MacOS X.) Click to expand.O well, I cannot even compile shaders with PVRUniSCoEditor on MacOS X 10.6.8 (I keep getting segmentation faults).Īnyway, I'm now using the version from the Windows Emulation PowerVR SDK, which works reasonably well.