Exemple #1
0
        public FlatShader(OpenGL gl)
            : base(gl)
        {
            _program = new ShaderProgram();
            var vertex   = new VertexShader();
            var fragment = new FragmentShader();

            vertex.CreateInContext(gl);
            vertex.SetSource(File.ReadAllText("Shaders/Flat.vert.glsl"));
            vertex.Compile();

            fragment.CreateInContext(gl);
            fragment.SetSource(File.ReadAllText("Shaders/Flat.frag.glsl"));
            fragment.Compile();

            _program.CreateInContext(gl);
            _program.AttachShader(vertex);
            _program.AttachShader(fragment);
            _program.Link();

            Debug.WriteLine(_program.InfoLog);
            foreach (var attachedShader in _program.AttachedShaders)
            {
                Debug.WriteLine(attachedShader.InfoLog);
            }
        }
Exemple #2
0
        public OctreeShader(OpenGL gl) : base(gl)
        {
            _program = new ShaderProgram();
            var vertex   = new VertexShader();
            var fragment = new FragmentShader();
            var geo      = new GeometryShader();

            vertex.CreateInContext(gl);
            vertex.SetSource(File.ReadAllText("Shaders/Octree.vert.glsl"));
            vertex.Compile();

            fragment.CreateInContext(gl);
            fragment.SetSource(File.ReadAllText("Shaders/Octree.frag.glsl"));
            fragment.Compile();

            geo.CreateInContext(gl);
            geo.SetSource(File.ReadAllText("Shaders/Octree.geo.glsl"));
            geo.Compile();

            _program.CreateInContext(gl);
            _program.AttachShader(vertex);
            _program.AttachShader(fragment);
            _program.AttachShader(geo);
            _program.Link();

            Debug.WriteLine(_program.InfoLog);
            foreach (var attachedShader in _program.AttachedShaders)
            {
                Debug.WriteLine(attachedShader.InfoLog);
            }

            _modelLocation      = gl.GetUniformLocation(_program.ProgramObject, "Model");
            _viewLocation       = gl.GetUniformLocation(_program.ProgramObject, "View");
            _projectionLocation = gl.GetUniformLocation(_program.ProgramObject, "Projection");
        }
        private void OpenGLControl_OpenGLInitialized(object sender, SharpGL.SceneGraph.OpenGLEventArgs args)
        {
            OpenGL gl = args.OpenGL;

            gl.Enable(OpenGL.GL_DEPTH_TEST);

            float[] global_ambient = new float[] { 0.5f, 0.5f, 0.5f, 1.0f };
            float[] light0pos      = new float[] { 0.0f, 5.0f, 10.0f, 1.0f };
            float[] light0ambient  = new float[] { 0.2f, 0.2f, 0.2f, 1.0f };
            float[] light0diffuse  = new float[] { 0.3f, 0.3f, 0.3f, 1.0f };
            float[] light0specular = new float[] { 0.8f, 0.8f, 0.8f, 1.0f };

            float[] lmodel_ambient = new float[] { 0.2f, 0.2f, 0.2f, 1.0f };
            gl.LightModel(OpenGL.GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);

            gl.LightModel(OpenGL.GL_LIGHT_MODEL_AMBIENT, global_ambient);
            gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_POSITION, light0pos);
            gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_AMBIENT, light0ambient);
            gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_DIFFUSE, light0diffuse);
            gl.Light(OpenGL.GL_LIGHT0, OpenGL.GL_SPECULAR, light0specular);
            gl.Enable(OpenGL.GL_LIGHTING);
            gl.Enable(OpenGL.GL_LIGHT0);

            gl.ShadeModel(OpenGL.GL_SMOOTH);

            //  Create a vertex shader.
            VertexShader vertexShader = new VertexShader();

            vertexShader.CreateInContext(gl);
            vertexShader.SetSource(
                "void main()" + Environment.NewLine +
                "{" + Environment.NewLine +
                "gl_Position = ftransform();" + Environment.NewLine +
                "}" + Environment.NewLine);

            //  Create a fragment shader.
            FragmentShader fragmentShader = new FragmentShader();

            fragmentShader.CreateInContext(gl);
            fragmentShader.SetSource(
                "void main()" + Environment.NewLine +
                "{" + Environment.NewLine +
                "gl_FragColor = vec4(0.4,0.4,0.8,1.0);" + Environment.NewLine +
                "}" + Environment.NewLine);

            //  Compile them both.
            vertexShader.Compile();
            fragmentShader.Compile();

            //  Build a program.
            program.CreateInContext(gl);

            //  Attach the shaders.
            program.AttachShader(vertexShader);
            program.AttachShader(fragmentShader);
            program.Link();
        }
Exemple #4
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        public static ShaderProgram CreateSpriteShaderProgram(RenderContext renderContext, string label = "Sprite ShaderProgram")
        {
            VertexShader vertexShader = new VertexShader(renderContext,
                                                         @"#version 330 core

layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec4 aColor;

out vec2 TexCoord;
out vec4 Color;

uniform mat4 projection;
uniform mat4 transform;

void main()
{
    gl_Position = projection * transform * vec4(aPos, 0.0, 1.0);
    TexCoord = aTexCoord;
    Color = aColor;
}");

            FragmentShader fragmentShader = new FragmentShader(renderContext,
                                                               @"#version 330 core

out vec4 FragColor;

in vec2 TexCoord;
in vec4 Color;

uniform sampler2D texture0;

void main()
{
    FragColor = texture(texture0, TexCoord) * Color;
}");

            ShaderProgram shaderProgram = new ShaderProgram(renderContext);

            shaderProgram.AttachShader(vertexShader);
            shaderProgram.AttachShader(fragmentShader);

            shaderProgram.Link();

            shaderProgram.DetachShader(vertexShader);
            shaderProgram.DetachShader(fragmentShader);

            vertexShader.Dispose();
            fragmentShader.Dispose();

            shaderProgram.Label = label;

            return(shaderProgram);
        }
Exemple #5
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        public static ShaderProgram CreateAtlasFlippingProgram(RenderContext renderContext)
        {
            VertexShader vertexShader = new VertexShader(renderContext,
                                                         @"#version 330 core

layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec2 TexCoord;

uniform mat4 projection;

void main()
{
    gl_Position = projection * vec4(aPos, 1.0, 1.0);
    TexCoord = aTexCoord;
}");

            FragmentShader fragmentShader = new FragmentShader(renderContext,
                                                               @"#version 330 core

out vec4 FragColor;

in vec2 TexCoord;

uniform sampler2D texture0;

void main()
{
    vec4 samp = vec4(1.0, 1.0, 1.0, texture(texture0, TexCoord).a);
    FragColor = samp;
}");

            ShaderProgram shaderProgram = new ShaderProgram(renderContext);

            shaderProgram.AttachShader(vertexShader);
            shaderProgram.AttachShader(fragmentShader);

            shaderProgram.Link();

            shaderProgram.DetachShader(vertexShader);
            shaderProgram.DetachShader(fragmentShader);

            vertexShader.Dispose();
            fragmentShader.Dispose();

            shaderProgram.Label = "Font Import ShaderProgram";

            return(shaderProgram);
        }
Exemple #6
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        public static void CompileShadersHotReload(OpenGL gl)
        {
            foreach (var name in shaderNames)
            {
                bool vertChanged = ResourceLoader.LoadTextFileIfChanged($"Shaders\\{name}.vert", out var vert);
                bool fragChanged = ResourceLoader.LoadTextFileIfChanged($"Shaders\\{name}.frag", out var frag);

                if (vertChanged || fragChanged)
                {
                    string shaderError = "";

                    ShaderProgram program = new ShaderProgram();

                    //  Create a vertex shader.
                    VertexShader vertexShader = new VertexShader();
                    vertexShader.CreateInContext(gl);
                    vertexShader.SetSource(vert);

                    //  Create a fragment shader.
                    FragmentShader fragmentShader = new FragmentShader();
                    fragmentShader.CreateInContext(gl);
                    fragmentShader.SetSource(frag);

                    //  Compile them both.
                    vertexShader.Compile();
                    fragmentShader.Compile();

                    if ((bool)!vertexShader.CompileStatus)
                    {
                        shaderError += $"{name}.vert: " + vertexShader.InfoLog + "\n\n";
                    }
                    if ((bool)!fragmentShader.CompileStatus)
                    {
                        shaderError += $"{name}.frag: " + fragmentShader.InfoLog;
                    }

                    //  Build a program.
                    program.CreateInContext(gl);

                    //  Attach the shaders.
                    program.AttachShader(vertexShader);
                    program.AttachShader(fragmentShader);
                    program.Link();

                    programs[name]     = program;
                    shaderErrors[name] = shaderError;
                }
            }
        }
Exemple #7
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        public ShaderBindable(OpenGL gl, Func <string, Shader> typeDetector, params string[] files)
        {
            _gl = gl;
            if (typeDetector == null)
            {
                throw new ArgumentNullException("typeDetector");
            }

            _program = new ShaderProgram();
            _program.CreateInContext(gl);

            foreach (var file in files)
            {
                var shader = typeDetector(file);
                shader.CreateInContext(gl);
                shader.SetSource(File.ReadAllText(file));
                shader.Compile();
                _program.AttachShader(shader);
            }
            _program.Link();


            if (_program.LinkStatus != null && !(bool)_program.LinkStatus)
            {
                throw new Exception(_program.InfoLog);
            }

            foreach (var attachedShader in _program.AttachedShaders.Where(attachedShader => attachedShader.CompileStatus != null && !(bool)attachedShader.CompileStatus))
            {
                throw new Exception(attachedShader.InfoLog);
            }

            Uniforms = new DynamicUniforms(_gl, _program);
        }
Exemple #8
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        public static ShaderProgram CreateLineShaderProgram(RenderContext renderContext, string label = "Line ShaderProgram")
        {
            VertexShader vertexShader = new VertexShader(renderContext,
                                                         @"#version 330 core

layout (location = 0) in vec2 aPos;
layout (location = 1) in vec4 aColor;

out vec4 Color;

uniform mat4 projection;

void main()
{
    gl_Position = projection * vec4(aPos, 1.0, 1.0);
    Color = aColor;
}");

            FragmentShader fragmentShader = new FragmentShader(renderContext,
                                                               @"#version 330 core

out vec4 FragColor;

in vec4 Color;

void main()
{
    FragColor = Color;
}");

            ShaderProgram shaderProgram = new ShaderProgram(renderContext);

            shaderProgram.AttachShader(vertexShader);
            shaderProgram.AttachShader(fragmentShader);

            shaderProgram.Link();

            shaderProgram.DetachShader(vertexShader);
            shaderProgram.DetachShader(fragmentShader);

            vertexShader.Dispose();
            fragmentShader.Dispose();

            shaderProgram.Label = label;

            return(shaderProgram);
        }
Exemple #9
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            /// <summary>
            /// Allocate an instance of the type.
            /// </summary>
            /// <param name="ctx">
            /// A <see cref="GraphicsContext"/> used for allocating the instance.
            /// </param>
            /// <returns>
            /// It returns an instance of a specific type.
            /// </returns>
            public override object Allocate(GraphicsContext ctx)
            {
                ShaderProgram shaderProgram = new ShaderProgram("TestProgram");

                ShaderObject vertexShaderObject = new ShaderObject(ShaderStage.Vertex);

                vertexShaderObject.LoadSource(VertexShaderSource);

                ShaderObject fragmentShaderObject = new ShaderObject(ShaderStage.Fragment);

                fragmentShaderObject.LoadSource(FragmentShaderSource);

                shaderProgram.AttachShader(vertexShaderObject);
                shaderProgram.AttachShader(fragmentShaderObject);

                return(shaderProgram);
            }
Exemple #10
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            /// <summary>
            /// Allocate an instance of the type mocked for spying.
            /// </summary>
            /// <param name="ctx">
            /// A <see cref="GraphicsContext"/> used for allocating the instance.
            /// </param>
            /// <returns>
            /// It returns an instance of a specific type.
            /// </returns>
            public override T AllocateSpy <T>(GraphicsContext ctx)
            {
                T             shaderProgramSpy = (T)CreateTypeSpy(_InstanceType, "Test");
                ShaderProgram shaderProgram    = shaderProgramSpy as ShaderProgram;

                if (shaderProgram != null)
                {
                    ShaderObject vertexShaderObject = new ShaderObject(ShaderStage.Vertex);
                    vertexShaderObject.LoadSource(VertexShaderSource);

                    ShaderObject fragmentShaderObject = new ShaderObject(ShaderStage.Fragment);
                    fragmentShaderObject.LoadSource(FragmentShaderSource);

                    shaderProgram.AttachShader(vertexShaderObject);
                    shaderProgram.AttachShader(fragmentShaderObject);
                }

                return(shaderProgramSpy);
            }
Exemple #11
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        public static void CompileShaders(OpenGL gl)
        {
            foreach (var name in shaderNames)
            {
                ShaderProgram program     = new ShaderProgram();
                string        shaderError = "";

                //  Create a vertex shader.
                VertexShader vertexShader = new VertexShader();
                vertexShader.CreateInContext(gl);
                vertexShader.SetSource(ResourceLoader.LoadEmbeddedTextFile($"Shaders\\{name}.vert"));

                //  Create a fragment shader.
                FragmentShader fragmentShader = new FragmentShader();
                fragmentShader.CreateInContext(gl);
                fragmentShader.SetSource(ResourceLoader.LoadEmbeddedTextFile($"Shaders\\{name}.frag"));

                //  Compile them both.
                vertexShader.Compile();
                fragmentShader.Compile();

                if ((bool)!vertexShader.CompileStatus)
                {
                    shaderError += "color.vert: " + vertexShader.InfoLog + "\n\n";
                }
                if ((bool)!fragmentShader.CompileStatus)
                {
                    shaderError += "color.frag: " + fragmentShader.InfoLog;
                }

                //  Build a program.
                program.CreateInContext(gl);

                //  Attach the shaders.
                program.AttachShader(vertexShader);
                program.AttachShader(fragmentShader);
                program.Link();

                programs.Add(name, program);
                shaderErrors.Add(name, shaderError);
            }
        }
Exemple #12
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        public void ExampleCreateShaderProgram(GraphicsContext ctx, IEnumerable <Shader> shaderObjects)
        {
            ShaderProgram shaderProgram = new ShaderProgram("SampleProgram");

            foreach (Shader shader in shaderObjects)
            {
                shaderProgram.AttachShader(shader);
            }

            shaderProgram.Create(ctx);
        }
Exemple #13
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        public static ShaderProgram CreateShaderProgram(RenderContext renderContext)
        {
            VertexShader   vertexShader   = CreateVertexShader(renderContext);
            FragmentShader fragmentShader = CreateFragmentShader(renderContext);

            ShaderProgram shaderProgram = new ShaderProgram(renderContext);

            shaderProgram.AttachShader(vertexShader);
            shaderProgram.AttachShader(fragmentShader);

            shaderProgram.Link();

            shaderProgram.DetachShader(vertexShader);
            shaderProgram.DetachShader(fragmentShader);

            vertexShader.Dispose();
            fragmentShader.Dispose();

            shaderProgram.Label = "IMGUI ShaderProgram";

            return(shaderProgram);
        }
Exemple #14
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        public void OpenGLInit(object sender, OpenGLEventArgs args, string Vertex_shader_textbox, string Fragment_shader_textbox)
        {
            //CREATE THE VAO
            args.OpenGL.GenVertexArrays(1, vao);
            args.OpenGL.BindVertexArray(vao[0]);
            //CREATE THE VBO AND POPULATE IT WITH THE QUAD VERTICIES
            args.OpenGL.GenBuffers(1, vbo);
            args.OpenGL.BindBuffer(OpenGL.GL_ARRAY_BUFFER, vbo[0]);
            args.OpenGL.BufferData(OpenGL.GL_ARRAY_BUFFER, g_vertex_buffer_data.Length * sizeof(float), GCHandle.Alloc(g_vertex_buffer_data, GCHandleType.Pinned).AddrOfPinnedObject(), OpenGL.GL_STATIC_DRAW);
            args.OpenGL.VertexAttribPointer(0, 3, OpenGL.GL_FLOAT, false, 0, new IntPtr(0));



            //Tell opengl what attribute arrays we need
            args.OpenGL.EnableVertexAttribArray(0);
            args.OpenGL.EnableVertexAttribArray(1);
            args.OpenGL.EnableVertexAttribArray(2);
            args.OpenGL.EnableVertexAttribArray(3);

            //This is the position attribute pointer  (layout(location = 0) in vec2 vertexPosition;)
            args.OpenGL.VertexAttribPointer(1, 2, OpenGL.GL_FLOAT, false, 0, new IntPtr(0));
            //This is the color attribute pointer layout(location = 1) in vec4 vertexColor;
            args.OpenGL.VertexAttribPointer(2, 4, OpenGL.GL_UNSIGNED_BYTE, false, 0, new IntPtr(2));
            //This is the UV attribute pointer layout(location = 2) in vec2 vertexUV;
            args.OpenGL.VertexAttribPointer(3, 2, OpenGL.GL_FLOAT, false, 0, new IntPtr(0));

            //UNBIND WHEN FINISHED
            args.OpenGL.BindVertexArray(0);
            args.OpenGL.BindBuffer(OpenGL.GL_ARRAY_BUFFER, 0);


            //SET SOME GL CONSTANTS
            args.OpenGL.Enable(OpenGL.GL_DEPTH_TEST);
            args.OpenGL.Enable(OpenGL.GL_BLEND);
            args.OpenGL.BlendFunc(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA);
            args.OpenGL.ShadeModel(OpenGL.GL_SMOOTH);



            //  Create a vertex shader.
            vertexShader = new VertexShader();
            vertexShader.CreateInContext(args.OpenGL);
            vertexShader.SetSource(Vertex_shader_textbox);

            //  Create a fragment shader.
            fragmentShader = new FragmentShader();
            fragmentShader.CreateInContext(args.OpenGL);
            fragmentShader.SetSource(Fragment_shader_textbox);

            //  Compile them both.
            vertexShader.Compile();
            fragmentShader.Compile();



            //  Build a program.
            m_shaderProgram.CreateInContext(args.OpenGL);

            //  Attach the shaders.
            m_shaderProgram.AttachShader(vertexShader);
            m_shaderProgram.AttachShader(fragmentShader);
            m_shaderProgram.Link();


            //SET UP TEXTURE 1

            texture.Create(args.OpenGL, Environment.CurrentDirectory + @"\1.png");
            texture.Bind(args.OpenGL);
        }
Exemple #15
0
        public override void Prepare(GL_ControlModern control)
        {
            if (!Initialized)
            {
                var defaultFrag = new FragmentShader(
                    @"#version 330
				in vec4 fragColor;
				void main(){
					gl_FragColor = fragColor;
				}"                );

                var defaultVert = new VertexShader(
                    @"#version 330
				in vec4 position;
				
				layout(location = 1) in vec4 color;
				layout(location = 2) in vec3 _cp1;
				layout(location = 3) in vec3 _cp2;

				out vec4 vertColor;
				out vec4 cp1;
				out vec4 cp2;

				void main(){
					cp1 = vec4(_cp1,0);
					cp2 = vec4(_cp2,0);
					vertColor = color;
					gl_Position = position;
				}"                );

                #region block shader
                defaultShaderProgram = new ShaderProgram(defaultFrag, defaultVert);

                defaultShaderProgram.AttachShader(new Shader(
                                                      @"#version 330
                layout(points) in;
				layout(triangle_strip, max_vertices = 72) out;
				
				in vec4 vertColor[];
				in vec4 cp1[];
				in vec4 cp2[];
				out vec4 fragColor;

				uniform mat4 mtxMdl;
				uniform mat4 mtxCam;
				uniform float scale;
				
				float cubeScale;
				vec4 pos;

				mat4 mtx = mtxCam*mtxMdl;
				
				vec4 points[8] = vec4[](
					vec4(-1.0,-1.0,-1.0, 0.0),
					vec4( 1.0,-1.0,-1.0, 0.0),
					vec4(-1.0, 1.0,-1.0, 0.0),
					vec4( 1.0, 1.0,-1.0, 0.0),
					vec4(-1.0,-1.0, 1.0, 0.0),
					vec4( 1.0,-1.0, 1.0, 0.0),
					vec4(-1.0, 1.0, 1.0, 0.0),
					vec4( 1.0, 1.0, 1.0, 0.0)
				);

				void face(int p1, int p2, int p3, int p4){
					gl_Position = mtx * (pos + points[p1]*cubeScale); EmitVertex();
					gl_Position = mtx * (pos + points[p2]*cubeScale); EmitVertex();
					gl_Position = mtx * (pos + points[p3]*cubeScale); EmitVertex();
					gl_Position = mtx * (pos + points[p4]*cubeScale); EmitVertex();
					EndPrimitive();
				}

				void faceInv(int p3, int p4, int p1, int p2){
					gl_Position = mtx * (pos + points[p1]*cubeScale); EmitVertex();
					gl_Position = mtx * (pos + points[p2]*cubeScale); EmitVertex();
					gl_Position = mtx * (pos + points[p3]*cubeScale); EmitVertex();
					gl_Position = mtx * (pos + points[p4]*cubeScale); EmitVertex();
					EndPrimitive();
				}
				
				void main(){
					cubeScale = scale;
					pos = gl_in[0].gl_Position;
					fragColor = vertColor[0];
					face(0,1,2,3);
					faceInv(4,5,6,7);
					faceInv(0,1,4,5);
					face(2,3,6,7);
					face(0,2,4,6);
					faceInv(1,3,5,7);

					cubeScale = scale*0.5;

					if(cp1[0]!=vec4(0,0,0,0)){
						pos = gl_in[0].gl_Position+cp1[0];
						face(0,1,2,3);
						faceInv(4,5,6,7);
						faceInv(0,1,4,5);
						face(2,3,6,7);
						face(0,2,4,6);
						faceInv(1,3,5,7);
					}

					if(cp2[0]!=vec4(0,0,0,0)){
						pos = gl_in[0].gl_Position+cp2[0];
						face(0,1,2,3);
						faceInv(4,5,6,7);
						faceInv(0,1,4,5);
						face(2,3,6,7);
						face(0,2,4,6);
						faceInv(1,3,5,7);
					}
				}
				"                , ShaderType.GeometryShader));

                defaultShaderProgram.LinkShaders();
                #endregion

                #region lines shader
                defaultLinesShaderProgram = new ShaderProgram(defaultFrag, defaultVert);

                defaultLinesShaderProgram.AttachShader(new Shader(
                                                           @"#version 330
                layout(points) in;
				layout(line_strip, max_vertices = 72) out;
				
				in vec4 vertColor[];
				in vec4 cp1[];
				in vec4 cp2[];
				out vec4 fragColor;

				uniform mat4 mtxMdl;
				uniform mat4 mtxCam;
				uniform float scale;
				
				float cubeScale;
				vec4 pos;
				
				mat4 mtx = mtxCam*mtxMdl;
				
				vec4 points[8] = vec4[](
					vec4(-1.0,-1.0,-1.0, 0.0),
					vec4( 1.0,-1.0,-1.0, 0.0),
					vec4(-1.0, 1.0,-1.0, 0.0),
					vec4( 1.0, 1.0,-1.0, 0.0),
					vec4(-1.0,-1.0, 1.0, 0.0),
					vec4( 1.0,-1.0, 1.0, 0.0),
					vec4(-1.0, 1.0, 1.0, 0.0),
					vec4( 1.0, 1.0, 1.0, 0.0)
				);

				void face(int p1, int p2, int p4, int p3){
					gl_Position = mtx * (pos + points[p1]*cubeScale); EmitVertex();
					gl_Position = mtx * (pos + points[p2]*cubeScale); EmitVertex();
					gl_Position = mtx * (pos + points[p3]*cubeScale); EmitVertex();
					gl_Position = mtx * (pos + points[p4]*cubeScale); EmitVertex();
					gl_Position = mtx * (pos + points[p1]*cubeScale); EmitVertex();
					EndPrimitive();
				}

				void line(int p1, int p2){
					gl_Position = mtx * (pos + points[p1]*cubeScale); EmitVertex();
					gl_Position = mtx * (pos + points[p2]*cubeScale); EmitVertex();
					EndPrimitive();
				}
				
				void main(){
					cubeScale = scale;
					pos = gl_in[0].gl_Position;
					fragColor = vertColor[0];
					face(0,1,2,3);
					face(4,5,6,7);
					line(0,4);
					line(1,5);
					line(2,6);
					line(3,7);

					cubeScale = scale*0.5;

					if(cp1[0]!=vec4(0,0,0,0)){
						pos = gl_in[0].gl_Position+cp1[0];
						face(0,1,2,3);
						face(4,5,6,7);
						line(0,4);
						line(1,5);
						line(2,6);
						line(3,7);
					}

					if(cp2[0]!=vec4(0,0,0,0)){
						pos = gl_in[0].gl_Position+cp2[0];
						face(0,1,2,3);
						face(4,5,6,7);
						line(0,4);
						line(1,5);
						line(2,6);
						line(3,7);
					}
				}
				"                , ShaderType.GeometryShader));

                defaultLinesShaderProgram.LinkShaders();
                #endregion

                var connectLinesFrag = new FragmentShader(
                    @"#version 330
				uniform vec4 color;
				void main(){
					gl_FragColor = color;
				}"                );
                var connectLinesVert = new VertexShader(
                    @"#version 330
				in vec4 position;
				
				layout(location = 1) in vec3 _controlPoint;

				out vec4 controlPoint;

				void main(){
					controlPoint = vec4(_controlPoint,0.0);
					gl_Position = position;
				}"                );

                #region connections shader
                connectLinesShaderProgram = new ShaderProgram(connectLinesFrag, connectLinesVert);

                connectLinesShaderProgram.AttachShader(new Shader(
                                                           @"#version 330
                layout(lines) in;
				layout(line_strip, max_vertices = 19) out;
				
				in vec4 controlPoint[];

				uniform mat4 mtxMdl;
				uniform mat4 mtxCam;
				
				mat4 mtx = mtxCam*mtxMdl;
				
				vec4 p0 = gl_in[0].gl_Position;
				vec4 p1 = gl_in[0].gl_Position + controlPoint[0];
				vec4 p2 = gl_in[1].gl_Position + controlPoint[1];
				vec4 p3 = gl_in[1].gl_Position;

				void getPointAtTime(float t){
					float u = 1f - t;
					float tt = t * t;
					float uu = u * u;
					float uuu = uu * u;
					float ttt = tt * t;

					gl_Position = mtx * (uuu    * p0 +
									3 * uu * t * p1 +
									3 * u  *tt * p2 +
										ttt    * p3);
					EmitVertex();
				}


				void main(){
					gl_Position = mtx * p1;
					EmitVertex();
					for(float t = 0; t<=1.0; t+=0.0625){
						getPointAtTime(t);
					}
					gl_Position = mtx * p2;
					EmitVertex();
					EndPrimitive();
				}
				"                , ShaderType.GeometryShader));
                #endregion

                connectLinesShaderProgram.LinkShaders();

                Initialized = true;
            }
        }