public BrickShader(GraphicsInterface gi) : base(gi) { //Console.WriteLine("BrickShader Link Log: \n{0}", InfoLog); GLSLVertexShader vShader = new GLSLVertexShader(gi, Brick_VertexSource); AttachShader(vShader); GLSLFragmentShader fShader = new GLSLFragmentShader(gi, Brick_FragmentSource); AttachShader(fShader); Link(); // Do an initial selection so that all the variables can be located Bind(); BrickColor_Pos = GetUniformLocation("BrickColor"); MortarColor_Pos = GetUniformLocation("MortarColor"); BrickSize_Pos = GetUniformLocation("BrickSize"); BrickPct_Pos = GetUniformLocation("BrickPct"); // From the Vertex Shader LightPosition_Pos = GetUniformLocation("LightPosition"); // Set some initial values BrickColor = new ColorRGBA(1.0f, 0.3f, 0.2f); MortarColor = new ColorRGBA(0.85f, 0.86f, 0.84f); BrickSize = new float2(0.30f, 0.15f); BrickPct = new float2(0.90f, 0.85f); LightPosition = new Vector3f(0.0f, 0.0f, 4.0f); // Unselect so we start in an unselected state Unbind(); }
public BrightnessShader(GraphicsInterface gi) : base(gi) { GLSLVertexShader vShader = new GLSLVertexShader(gi, Brightness_VertexSource); vShader.Compile(); string tmpString = vShader.InfoLog; GLSLFragmentShader fShader = new GLSLFragmentShader(gi, Brightness_FragmentSource); fShader.Compile(); tmpString = fShader.InfoLog; Link(); // Setup variables bool isProgram = IsProgram; bool isValid = IsValid; Bind(); Alpha_Pos = GetUniformLocation("bright"); TextureID_Pos = GetUniformLocation("texture"); Unbind(); }