GlShaderBlinnShadowMap() { std::string infoLog; initVertFragShadersFromDirectory("shader_blinn_shadow_map"); attachFragShader(SHADER_GLSL_DEFAULT_DIR"shader_blinn/fragment_shader_skeleton.glsl"); // link programs if (!link()) { std::string infoLog; getInfoLog(infoLog); std::cerr << "info Log: during linking: " << infoLog << std::endl; return; } setupUniform(texture0_enabled, "texture0_enabled"); setupUniform(shadow_map_matrix_uniform, "shadow_map_matrix"); use(); setUniform1i("texture0", 0); setUniform1i("texture_shadow_map", 1); disable(); initBlinnSkeleton(*this); }
CShaderBathymetry() { std::string infoLog; initVertFragShadersFromDirectory("shader_bathymetry"); attachFragShader(SHADER_GLSL_DEFAULT_DIR"shader_blinn/fragment_shader_skeleton.glsl"); // link programs link(); if (error()) { std::string infoLog; getInfoLog(infoLog); std::cerr << "info Log: during linking: " << infoLog << std::endl; return; } initBlinnSkeleton(*this); }
GlShaderBlinn() { std::string infoLog; initVertFragShadersFromDirectory("shader_blinn"); attachFragShader(SHADER_GLSL_DEFAULT_DIR"shader_blinn/fragment_shader_skeleton.glsl"); // link programs if (!link()) { std::string infoLog; getInfoLog(infoLog); std::cerr << "info Log: during linking: " << infoLog << std::endl; return; } setupUniform(texture0_enabled, "texture0_enabled"); setupUniform(vertex_color, "vertex_color"); initBlinnSkeleton(*this); }
GLShaderHeightColorBlinn() { std::string infoLog; initVertFragShadersFromDirectory("shader_height_color_blinn"); attachFragShader(SHADER_GLSL_DEFAULT_DIR"shader_blinn/fragment_shader_skeleton.glsl"); // link programs if (!link()) { std::string infoLog; getInfoLog(infoLog); std::cerr << "info Log: during linking: " << infoLog << std::endl; return; } setupUniform(height_color_scale, "height_color_scale"); setupUniform(height_color_offset, "height_color_offset"); initBlinnSkeleton(*this); setupColorScaleAndOffset(); }