protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(180f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 50.0f);
            };

            glwfc.MouseDown += mousedown;

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // def binding of 0

            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(1);

                items.Add(new GLColorShaderWorld(), "COSW");

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(-100, 0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })
                             );


                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(100, 0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }));
            }

            var vert   = new GLPLVertexShaderModelCoordWorldAutoscale();
            var frag   = new GLPLFragmentShaderFixedColor(Color.Yellow);
            var shader = new GLShaderPipeline(vert, frag);

            items.Add(shader, "TRI");

            var triangles = new Vector4[] { new Vector4(0, 0, 0, 1), new Vector4(10, 0, 0, 1), new Vector4(10, 0, 10, 1),
                                            new Vector4(-20, 0, 0, 1), new Vector4(-10, 0, 0, 1), new Vector4(-10, 0, 10, 1) };

            var worldpos = new Vector4[] { new Vector4(0, 0, 0, 0), new Vector4(0, 0, 12, 0) };

            GLRenderState rc = GLRenderState.Tri();

            rObjects.Add(items.Shader("TRI"), "scopen", GLRenderableItem.CreateVector4Vector4Buf2(items, PrimitiveType.Triangles, rc, triangles, worldpos, ic: 2, seconddivisor: 1));

            // demo shared find block, a problem in the past with the previous interface

            GLStorageBlock findblock = new GLStorageBlock(11);

            findshader1 = items.NewShaderPipeline("FS", new GLPLVertexShaderModelCoordWorldAutoscale(), null, null, new GLPLGeoShaderFindTriangles(findblock, 16), null, null, null);
            findrender1 = GLRenderableItem.CreateVector4Vector4Buf2(items, PrimitiveType.Triangles, GLRenderState.Tri(), triangles, worldpos, ic: 2, seconddivisor: 1);

            findshader2 = items.NewShaderPipeline("FS2", new GLPLVertexShaderModelCoordWorldAutoscale(), null, null, new GLPLGeoShaderFindTriangles(findblock, 16), null, null, null);
            findrender2 = GLRenderableItem.CreateVector4Vector4Buf2(items, PrimitiveType.Triangles, GLRenderState.Tri(), triangles, worldpos, ic: 2, seconddivisor: 1);

            Closed += ShaderTest_Closed;
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(180f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 50.0f);
            };


            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // def binding of 0

            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(1);

                items.Add(new GLColorShaderWorld(), "COSW");

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(-100, 0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })
                             );


                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(100, 0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }));
            }

            var vert   = new GLPLVertexShaderModelCoordWithWorldTranslationCommonModelTranslation2();
            var frag   = new GLPLFragmentShaderVSColor();
            var shader = new GLShaderPipeline(vert, frag);

            items.Add(shader, "TRI");

            var vecp4 = new Vector4[] { new Vector4(0, 0, 0, 1), new Vector4(10, 0, 0, 1), new Vector4(10, 0, 10, 1),
                                        new Vector4(-20, 0, 0, 1), new Vector4(-10, 0, 0, 1), new Vector4(-10, 0, 10, 1) };

            var wpp4 = new Vector4[] { new Vector4(0, 0, 0, 0), new Vector4(0, 0, 12, 0) };

            GLRenderState rc = GLRenderState.Tri();

            rObjects.Add(items.Shader("TRI"), "scopen", GLRenderableItem.CreateVector4Vector4Buf2(items, PrimitiveType.Triangles, rc, vecp4, wpp4, ic: 2, seconddivisor: 1));

            var uniformbuf = new GLUniformBlock(20);

            uniformbuf.AllocateBytes(1024);
            uniformbuf.StartWrite(0);
            uniformbuf.Write(0);
            uniformbuf.Write(new float[2] {
                0.5f, 0.9f
            });                                                 // demo vec4 alignment and stride
            uniformbuf.StopReadWrite();

            var storagebuf = new GLStorageBlock(21, true);

            storagebuf.AllocateBytes(1024);
            storagebuf.StartWrite(0);
            storagebuf.Write(0);
            storagebuf.Write(new float[2] {
                0.2f, 0.9f
            });
            storagebuf.StopReadWrite();

            Closed += ShaderTest_Closed;
        }