Example/GLSL Separate Program Basics: Difference between revisions

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Example from separate shader compilation.
 
m formatting.
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Creating two separable programs, one with a vertex shader and one with a fragment shader.
Creating two separable programs, one with a vertex shader and one with a fragment shader.


<source lang="cpp">  
<source lang="cpp">
//Create two separable program objects from a  
//Create two separable program objects from a  
//single source string respectively (vertSrc and fragSrc)
//single source string respectively (vertSrc and fragSrc)

Revision as of 02:23, 27 April 2013

Creating two separable programs, one with a vertex shader and one with a fragment shader.

//Create two separable program objects from a 
//single source string respectively (vertSrc and fragSrc)
GLuint vertProg = glCreateShaderProgramv(GL_VERTEX_SHADER  , 1, &vertSrc);
GLuint fragProg = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &fragSrc);

//CHECK FOR ERRORS HERE!.

//Generate a program pipeline and bind the programs to their respective stages
glGenProgramPipelines(1, &pipeline);
glUseProgramStages(pipeline, GL_VERTEX_SHADER_BIT  , vertProg);
glUseProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, fragProg);

//Query and set any uniforms
GLint colorLoc = glGetUniformLocation(fragProg, "Color");
glProgramUniform4f(fragProg, colorLoc, 1.f, 0.f, 0.f, 1.f);