void LoadShaders() { MyShader = glCreateProgram(); if(MyShader != 0) { ShaderLoad(MyShader, "../UseTexture.vs", GL_VERTEX_SHADER); ShaderLoad(MyShader, "../UseTexture.frag", GL_FRAGMENT_SHADER); } }
void LoadShaders() { MyShader = glCreateProgram(); if(MyShader != 0) { ShaderLoad(MyShader, "../shadowMap.vs", GL_VERTEX_SHADER); ShaderLoad(MyShader, "../shadowMap.fs", GL_FRAGMENT_SHADER); } }
//--------------------------- Shaders PyObject* LMF_ShaderLoad(PyObject *self, PyObject *args){ char* cPath; if (!PyArg_ParseTuple(args, "s", &cPath)) { ParsePyTupleError( __func__, __LINE__ ); return nullptr; } unsigned int ShaderID = ShaderLoad(cPath); return Py_BuildValue("i", ShaderID); }