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."); }