Пример #1
0
ShadowShader::ShadowShader(): ShaderProgram("./Resources/shaders/shadowshader")
{
	bindAttributes();
	glLinkProgram(_programID);
	glValidateProgram(_programID);
	getAllUniformLocations();
}
Пример #2
0
void BasicTexturedShader::installShader(){

	vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
	fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
	const GLchar* adapter[1];
	std::string temp = readShaderCode("src/Engine/Shader/GLSL/BasicTexturedShaderVertexShader.glsl").c_str();
	adapter[0] = temp.c_str();
	glShaderSource(vertexShaderID, 1, adapter, 0);
	temp = readShaderCode("src/Engine/Shader/GLSL/BasicTexturedShaderFragmentShader.glsl").c_str();
	adapter[0] = temp.c_str();
	glShaderSource(fragmentShaderID, 1, adapter, 0);

	glCompileShader(vertexShaderID);
	glCompileShader(fragmentShaderID);

	if (!checkShaderStatus(vertexShaderID) | !checkShaderStatus(fragmentShaderID)){
		return;
	}

	programID = glCreateProgram();
	glAttachShader(programID, vertexShaderID);
	glAttachShader(programID, fragmentShaderID);
	glLinkProgram(programID);
	glValidateProgram(programID);

	if (!checkProgramStatus(programID)){
		return;
	}

	getAllUniformLocations();
}
Пример #3
0
ShaderProgram::ShaderProgram(const char* vertexFname,
                             const char* fragmentFname) {
    mProgramId = glCreateProgram();

    mVertexShaderId = loadShader(vertexFname, GL_VERTEX_SHADER);
    mFragmentShaderId = loadShader(fragmentFname, GL_FRAGMENT_SHADER);

    bindAttributes();

    glLinkProgram(mProgramId);
    glValidateProgram(mProgramId);
    getAllUniformLocations();
}
Пример #4
0
StaticShader::StaticShader() : ShaderProgram("src/shaders/vert_pokemon.glsl", "src/shaders/frag_pokemon.glsl") {
    getAllUniformLocations();
}
Пример #5
0
SkyboxShader::SkyboxShader() : ShaderProgram("src/shaders/vert_skybox.glsl", "src/shaders/frag_skybox.glsl") {
    getAllUniformLocations();
}
	PostProcessPassShader::PostProcessPassShader(void) : ShaderProgram("Content//shader//basic.vertexshader", "Content//shader//PostProcessPass.fragmentshader")
	{
		getAllUniformLocations();
	}
StaticShaders::StaticShaders(void) : ShaderProgram("Shader//comg.vertexshader","Shader//fog.fragmentshader")
{
    getAllUniformLocations();
}
	GausianBlurShader::GausianBlurShader(void) : ShaderProgram("Content//shader//basic.vertexshader", "Content//shader//Gausian1DShader.fragmentshader")
	{
		getAllUniformLocations();
	}