vertstrings_list[vertstrings_count++] = "#version 130\n";
geomstrings_list[geomstrings_count++] = "#version 130\n";
fragstrings_list[fragstrings_count++] = "#version 130\n";
+ vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
+ geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
+ fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
}
// the first pretext is which type of shader to compile as