"# endif\n",
"#endif\n",
"\n",
-"#ifdef GLSL130\n",
+"#if defined(GLSL130) || defined(GLSL140)\n",
"precision highp float;\n",
"# ifdef VERTEX_SHADER\n",
"# define dp_varying out\n",
"dp_attribute vec4 Attrib_TexCoord4; // lightmap texcoords\n",
"#ifdef USESKELETAL\n",
"//uniform mat4 Skeletal_Transform[128];\n",
-"uniform vec4 Skeletal_Transform12[768];\n",
+"// this is used with glBindBufferRange to bind a uniform block to the name\n",
+"// Skeletal_Transform12_UniformBlock, the Skeletal_Transform12 variable is\n",
+"// directly accessible without a namespace.\n",
+"// explanation: http://www.opengl.org/wiki/Interface_Block_%28GLSL%29#Syntax\n",
+"uniform Skeletal_Transform12_UniformBlock\n",
+"{\n",
+" vec4 Skeletal_Transform12[768];\n",
+"};\n",
"dp_attribute vec4 Attrib_SkeletalIndex;\n",
"dp_attribute vec4 Attrib_SkeletalWeight;\n",
"#endif\n",