private void CreateProgram()
 {
     ShaderUtil.CheckGlError(TAG, "program start.");
     mProgram                    = WorldShaderUtil.GetLabelProgram();
     glPositionParameter         = GLES20.GlGetAttribLocation(mProgram, "inPosXZAlpha");
     glModelViewProjectionMatrix =
         GLES20.GlGetUniformLocation(mProgram, "inMVPMatrix");
     glTexture       = GLES20.GlGetUniformLocation(mProgram, "inTexture");
     glPlaneUvMatrix = GLES20.GlGetUniformLocation(mProgram, "inPlanUVMatrix");
     ShaderUtil.CheckGlError(TAG, "program end.");
 }
 private void CreateProgram()
 {
     ShaderUtil.CheckGlError(TAG, "Create program start.");
     mGlProgram                  = WorldShaderUtil.GetObjectProgram();
     mModelViewUniform           = GLES20.GlGetUniformLocation(mGlProgram, "inViewMatrix");
     mModelViewProjectionUniform = GLES20.GlGetUniformLocation(mGlProgram, "inMVPMatrix");
     mPositionAttribute          = GLES20.GlGetAttribLocation(mGlProgram, "inObjectPosition");
     mNormalAttribute            = GLES20.GlGetAttribLocation(mGlProgram, "inObjectNormalVector");
     mTexCoordAttribute          = GLES20.GlGetAttribLocation(mGlProgram, "inTexCoordinate");
     mTextureUniform             = GLES20.GlGetUniformLocation(mGlProgram, "inObjectTexture");
     mLightingParametersUniform  = GLES20.GlGetUniformLocation(mGlProgram, "inLight");
     mColorUniform               = GLES20.GlGetUniformLocation(mGlProgram, "inObjectColor");
     Android.Opengl.Matrix.SetIdentityM(mModelMatrixs, 0);
     ShaderUtil.CheckGlError(TAG, "Create program end.");
 }