"uniform float norm_offset;"
"uniform float kernel[9];"
"void main () {"
-" float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);"
+/* "float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);" */
+/* don't use array constructor so we don't have to depend on #version 120 */
+" float offset[9];"
+" offset[0] = -4.0;"
+" offset[1] = -3.0;"
+" offset[2] = -2.0;"
+" offset[3] = -1.0;"
+" offset[4] = 0.0;"
+" offset[5] = 1.0;"
+" offset[6] = 2.0;"
+" offset[7] = 3.0;"
+" offset[8] = 4.0;"
" vec2 texturecoord = gl_TexCoord[0].st;"
" int i;"
" vec4 sum = vec4 (0.0);"
"uniform float norm_offset;"
"uniform float kernel[9];"
"void main () {"
-" float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);"
+/* "float offset[9] = float[9] (-4.0, -3.0, -2.0, -1.0, 0.0, 1.0, 2.0, 3.0, 4.0);" */
+/* don't use array constructor so we don't have to depend on #version 120 */
+" float offset[9];"
+" offset[0] = -4.0;"
+" offset[1] = -3.0;"
+" offset[2] = -2.0;"
+" offset[3] = -1.0;"
+" offset[4] = 0.0;"
+" offset[5] = 1.0;"
+" offset[6] = 2.0;"
+" offset[7] = 3.0;"
+" offset[8] = 4.0;"
" vec2 texturecoord = gl_TexCoord[0].st;"
" int i;"
" vec4 sum = vec4 (0.0);"