Questions about the shader version

j3md

MaterialDef Simple {
    //This is the complete list of user defined uniforms to be used in the
    //shaders
    MaterialParameters {
        Vector4 Color
        Float Time
    }
    Technique {
        //This is where the vertex and fragment shader files are
        //specified
        VertexShader GLSL330:   Shaders/Effect/EffectVertexShader.vert
        FragmentShader GLSL330: Shaders/Effect/EffectShader.frag
        //This is where you specify which global uniform you need for your
        //shaders
        WorldParameters {
            WorldViewProjectionMatrix
            Resolution
            Time
        }
    }
    Technique FixedFunc {
    }
}

vert

//the global uniform World view projection matrix
//(more on global uniforms below)
uniform mat4 g_WorldViewProjectionMatrix;
//The attribute inPosition is the Object space position of the vertex
in vec3 inPosition;

in vec2 inTexCoord;

out vec2 texCoord1;
void main(){
    
    texCoord1=inTexCoord;
    //Transformation of the object space coordinate to projection space
    //coordinates.
    //- gl_Position is the standard GLSL variable holding projection space
    //position. It must be filled in the vertex shader
    //- To convert position we multiply the worldViewProjectionMatrix by
    //by the position vector.
    //The multiplication must be done in this order.
    
    gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1);
}

frag

#ifdef GL_ES
precision mediump float;
#endif

uniform vec2 g_Resolution;
uniform vec2 g_Mouse;
uniform float g_Time;
out vec2 texCoord1;
out vec4 fragColor;
float random (in vec2 _st) {
    return fract(sin(dot(_st.xy,
                         vec2(12.9898,78.233)))*
        43758.5453123);
}

// Based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 _st) {
    vec2 i = floor(_st);
    vec2 f = fract(_st);

    // Four corners in 2D of a tile
    float a = random(i);
    float b = random(i + vec2(1.0, 0.0));
    float c = random(i + vec2(0.0, 1.0));
    float d = random(i + vec2(1.0, 1.0));

    vec2 u = f * f * (3.0 - 2.0 * f);

    return mix(a, b, u.x) +
            (c - a)* u.y * (1.0 - u.x) +
            (d - b) * u.x * u.y;
}

#define NUM_OCTAVES 5

float fbm ( in vec2 _st) {
    float v = 0.0;
    float a = 0.5;
    vec2 shift = vec2(100.0);
    // Rotate to reduce axial bias
    mat2 rot = mat2(cos(0.5), sin(0.5),
                    -sin(0.5), cos(0.50));
    for (int i = 0; i < NUM_OCTAVES; ++i) {
        v += a * noise(_st);
        _st = rot * _st * 2.0 + shift;
        a *= 0.5;
    }
    return v;
}

void main() {
    vec2 st = texCoord1;
// st += st * abs(sin(g_Time*0.1)*3.0);g_Resolution.xy*3. 
    vec3 color = vec3(0.0);

    vec2 q = vec2(0.);
    q.x = fbm( st + 0.00*g_Time);
    q.y = fbm( st + vec2(1.0));

    vec2 r = vec2(0.);
    r.x = fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*g_Time );
    r.y = fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*g_Time);

    float f = fbm(st+r);

    color = mix(vec3(0.101961,0.619608,0.666667),
                vec3(0.666667,0.666667,0.498039),
                clamp((f*f)*4.0,0.0,1.0));

    color = mix(color,
                vec3(0,0,0.164706),
                clamp(length(q),0.0,1.0));

    color = mix(color,
                vec3(0.666667,1,1),
                clamp(length(r.x),0.0,1.0));

    fragColor = vec4((f*f*f+.6*f*f+.5*f)*color,1.);
}

I currently want to use version 330 but there is an error

严重: Uncaught exception thrown in Thread[jME3 Main,5,main]
java.lang.UnsupportedOperationException: No technique 'Default' on material 'Simple' is supported by the video hardware. The capabilities [GLSL330] are required.

I would like to know which glsl version is currently supported by jme and I would like to try the latest version.