void MyView::loadShaders() { shaderPrograms_.resize(MAX_SHADERS); addShaderProgram(PRE_SHADER, "pre_vs.glsl", "pre_fs.glsl"); addShaderProgram(GLOBAL_LIGHT, "global_light_vs.glsl", "global_light_fs.glsl"); addShaderProgram(SPOT_LIGHT, "spot_light_vs.glsl", "spot_light_fs.glsl"); addShaderProgram(POINT_LIGHT, "point_light_vs.glsl", "point_light_fs.glsl"); addShaderProgram(AMBIENT_LIGHT, "ambient_light_vs.glsl", "ambient_light_fs.glsl"); }
void Shader::makeGeometryShader(const char* shaderSource) { addShaderProgram(shaderSource, GL_GEOMETRY_SHADER); }
void Shader::makeFragmentShader(const char* shaderSource) { addShaderProgram(shaderSource, GL_FRAGMENT_SHADER); }
void Shader::makeVertexShader(const char* shaderSource) { addShaderProgram(shaderSource, GL_VERTEX_SHADER); }