I'm doing my first steps with OpenGL and stumbled upon a problem in my vertex shader program:
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 inputTransform;
void main()
{
gl_Position = inputTransform * vec4(aPos, 1.0);
}
compiles and works well, but when I change the first line to
#version 130 core
because I'm bound to use OpenGL 3.0 at max, it first complains about the "location" statement. When I remove it, the remaining error message for the line
layout in vec3 aPos;
is
ERROR: 0:2: 'in' : syntax error syntax error
What's wrong here - how do I have to declare input variables in this version of the language?