private static void initShaders() { var fragmentShader = GetShader(gl, "shader-fs"); var vertexShader = GetShader(gl, "shader-vs"); shaderProgram = gl.CreateProgram(); gl.AttachShader(shaderProgram, vertexShader); gl.AttachShader(shaderProgram, fragmentShader); gl.LinkProgram(shaderProgram); if (!gl.GetProgramParameter(shaderProgram, gl.LinkStatus)) { throw new Exception("Could not initialize shaders"); } gl.UseProgram(shaderProgram); vertexPositionAttribute = gl.GetAttributeLocation(shaderProgram, "aVertexPosition"); gl.EnableVertexAttributeArray(vertexPositionAttribute); pMatrixUniform = gl.GetUniformLocation(shaderProgram, "uPMatrix"); mvMatrixUniform = gl.GetUniformLocation(shaderProgram, "uMVMatrix"); }
public void VertexAttributePointer(GLAttributeLocation attributeLocation, int itemSize, GLType type, bool normalized, int stride, int offset) { }
public void EnableVertexAttributeArray(GLAttributeLocation attributeLocation) { }