I’m in the process of converting my engine to OpenGL 3.2. I’m using Java and JOGL 2.0 bindings.
In JOGL I specify a profile (GLProfile.GL3) wich lets me use OpenGL 3.0 and GLSL 1.3. When I remove all the deprecated functions from my code I will demand a GLProfile.GL3 profile wich supposedly will let me use OpenGL 3.2 and GLSL 1.5 wich is the best my graphics card can provide (NVidia 8600GT).
My question is related to definitions of uniforms. I’ve read that the keywords ‘uniform’ and ‘varying’ are deprecated and you always use ‘in’ and ‘out’ in the different shader stages.
So the question is, in wich version are these keywords deprecated, and from wich version can I use the in, out keywords instead?
The point is to migrate gradually parts of my code so I can define for example the matrices wich substitute gl_ModelViewMatrix and such, before commencing to use array buffers with custom attributes