Yeah, that’s not working for me. I think I tracked it down to the fact that
RendererImplGlMac always uses
NSOpenGLProfileVersion3_2Core, regardless of the GL version you ask for. Which makes sense because Cinder is using a lot of more modern GL features.
I ended up solving this by just injecting a lot of
#define statements into my shader to make it compatible with GLSL 150. Stuff like:
out vec4 oColor;
#define gl_FragColor oColor
#define varying in
It probably wouldn’t work for a more complex shader, but in my case it did.
Another option I almost got working was using Docker and the
thewtex/docker-opengl image to compile Cinder with
CINDER_TARGET_GL=es2 and then run my app in that. I think it could work, I just bailed because it would be too much work for others to run. But it could be useful in another situation. I’m curious if anyone has done anything like that successfully?