Opengl 20 [patched] Here
// Create and compile vertex shader GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); const char* vertex_shader_source = "#version 200\n" "in vec3 position;\n" "void main() \n" " gl_Position = vec4(position, 1.0);\n" "\n"; glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL); glCompileShader(vertex_shader);
Before version 2.0, OpenGL used a "fixed-function pipeline." You could tell the GPU to "draw a triangle with this color," but you had very little control over how the pixels were calculated. opengl 20
OpenGL 2.0 was more than GLSL. It also bundled several proven extensions into the core spec: // Create and compile vertex shader GLuint vertex_shader
Beyond shaders, version 2.0 introduced several features that became standard for modern rendering: Non-Power-of-Two (NPOT) Textures Before version 2.0