Created
August 31, 2020 23:30
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Simple openGL GLSL vertex+fragment shader
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void checkCompileErrors(unsigned int object, std::string type) { | |
int success; | |
char infoLog[1024]; | |
if (type != "PROGRAM") { | |
glGetShaderiv(object, GL_COMPILE_STATUS, &success); | |
if (!success) { | |
glGetShaderInfoLog(object, 1024, NULL, infoLog); | |
std::cout << "| ERROR::SHADER: Compile-time error: Type: " << type << "\n" | |
<< infoLog << "\n -- --------------------------------------------------- -- " | |
<< std::endl; | |
} | |
} else { | |
glGetProgramiv(object, GL_LINK_STATUS, &success); | |
if (!success) { | |
glGetProgramInfoLog(object, 1024, NULL, infoLog); | |
std::cout << "| ERROR::Shader: Link-time error: Type: " << type << "\n" | |
<< infoLog << "\n -- --------------------------------------------------- -- " | |
<< std::endl; | |
} | |
} | |
} | |
//vertex shader | |
const char* vertexSource = "#version 330 core\n" | |
"layout (location = 0) in vec3 vertex;\n" | |
"void main() {\n" | |
" gl_Position = vec4(vertex, 1.0);\n" | |
"}\n"; | |
unsigned int sVertex = glCreateShader(GL_VERTEX_SHADER); | |
glShaderSource(sVertex, 1, &vertexSource, NULL); | |
glCompileShader(sVertex); | |
checkCompileErrors(sVertex, "VERTEX"); | |
// fragment Shader | |
const char* fragmentSource = "#version 330 core\n" | |
"out vec4 colorOut;\n" | |
"void main() {\n" | |
" colorOut = vec4(1.0, 1.0, 0.0, 1.0);\n" | |
"}\n"; | |
unsigned int sFragment = glCreateShader(GL_FRAGMENT_SHADER); | |
glShaderSource(sFragment, 1, &fragmentSource, NULL); | |
glCompileShader(sFragment); | |
checkCompileErrors(sFragment, "FRAGMENT"); | |
unsigned int program = glCreateProgram(); | |
glAttachShader(program, sVertex); | |
glAttachShader(program, sFragment); | |
glLinkProgram(program); | |
glDeleteShader(sVertex); | |
glDeleteShader(sFragment); | |
glUseProgram(program); |
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