diff --git a/libc3/window/sdl2/gl_ortho.c b/libc3/window/sdl2/gl_ortho.c
index 00b4349..b8ec10a 100644
--- a/libc3/window/sdl2/gl_ortho.c
+++ b/libc3/window/sdl2/gl_ortho.c
@@ -18,33 +18,33 @@
#include "gl_square.h"
static const char * g_gl_ortho_vertex_shader_src =
- "#version 420 core\n"
+ "#version 330 core\n"
"layout (location = 0) in vec3 iPos;\n"
"layout (location = 1) in vec3 iNormal;\n"
"layout (location = 2) in vec2 iTexCoord;\n"
- "layout (location = 0) out vec2 oTexCoord;\n"
- "layout (location = 1) out vec3 oFragNormal;\n"
+ "out vec3 fragNormal;\n"
+ "out vec2 texCoord;\n"
"uniform mat4 uProjectionMatrix;\n"
"uniform mat4 uViewMatrix;\n"
"uniform mat4 uModelMatrix;\n"
"void main() {\n"
" gl_Position = vec4(uProjectionMatrix * uViewMatrix * \n"
" uModelMatrix * vec4(iPos, 1.0));\n"
- " oTexCoord = iTexCoord;\n"
- " oFragNormal = vec3(mat3(transpose(inverse(uModelMatrix))) *\n"
- " iNormal);\n"
+ " texCoord = iTexCoord;\n"
+ " fragNormal = vec3(mat3(transpose(inverse(uModelMatrix))) *\n"
+ " iNormal);\n"
"}\n";
static const char * g_gl_ortho_fragment_shader_src =
- "#version 420 core\n"
- "layout (location = 0) in vec2 iTexCoord;\n"
- "layout (location = 1) in vec3 iFragNormal;\n"
+ "#version 330 core\n"
+ "in vec3 fragNormal;\n"
+ "in vec2 texCoord;\n"
"out vec4 oFragColor;\n"
"uniform vec4 uColor;\n"
"uniform bool uEnableTex2D;\n"
"uniform sampler2D uTex2D;\n"
"void main() {\n"
- " vec4 texColor = texture(uTex2D, iTexCoord);\n"
+ " vec4 texColor = texture(uTex2D, texCoord);\n"
" if (uEnableTex2D) {\n"
" oFragColor = vec4(texColor[0] * uColor[0],\n"
" texColor[1] * uColor[1],\n"