static UnlitProgData LoadUnlitProgram(String strVertexShader, String strFragmentShader) { UnlitProgData data = new UnlitProgData(); int vertex_shader = Shader.compileShader(ShaderType.VertexShader, strVertexShader); int fragment_shader = Shader.compileShader(ShaderType.FragmentShader, strFragmentShader); data.theProgram = Shader.createAndLinkProgram(vertex_shader, fragment_shader); data.modelToCameraMatrixUnif = GL.GetUniformLocation(data.theProgram, "modelToCameraMatrix"); data.objectColorUnif = GL.GetUniformLocation(data.theProgram, "baseColor"); data.cameraToClipMatrixUnif = GL.GetUniformLocation(data.theProgram, "cameraToClipMatrix"); return data; }
void InitializePrograms() { g_WhiteDiffuseColor = LoadLitProgram(VertexShaders.ModelPosVertexLighting_PN, FragmentShaders.ColorPassthrough_frag); g_VertexDiffuseColor = LoadLitProgram(VertexShaders.ModelPosVertexLighting_PCN, FragmentShaders.ColorPassthrough_frag); g_FragWhiteDiffuseColor = LoadLitProgram(VertexShaders.FragmentLighting_PN, FragmentShaders.FragmentLighting); g_FragVertexDiffuseColor = LoadLitProgram(VertexShaders.FragmentLighting_PCN, FragmentShaders.FragmentLighting); g_Unlit = LoadUnlitProgram(VertexShaders.PosTransform, FragmentShaders.ColorUniform_frag); }
static void InitializePrograms() { g_litShaderProg = LoadStandardProgram(VertexShaders.BasicTexture_PN, FragmentShaders.ShaderGaussian); g_litTextureProg = LoadStandardProgram(VertexShaders.BasicTexture_PN, FragmentShaders.TextureGaussian); g_Unlit = LoadUnlitProgram(VertexShaders.PosTransform, FragmentShaders.ColorUniform_frag); }
void InitializePrograms() { for(int iProg = 0; iProg < (int)LightingProgramTypes.LP_MAX_LIGHTING_PROGRAM_TYPES; iProg++) { g_Programs[iProg] = SceneProgramData.LoadLitProgram(g_ShaderFiles[iProg]); } g_Unlit = LoadUnlitProgram(VertexShaders.PosTransform, FragmentShaders.ColorUniform_frag); }