static void BindPreviewProgram(GLSLProgram *&prog) { if (prog == nullptr) { prog = glsl_create_source(preview_vs, preview_fs); } glsl_bind(prog); }
void SimpleGLWindow::CreateProgram() { if (!valid_) { return; } wglMakeCurrent(hDC_, hGLRC_); drawProgram_ = glsl_create_source(basic_vs, tex_fs); glGenTextures(1, &tex_); glGenTextures(1, &checker_); glsl_bind(drawProgram_); glUniform1i(drawProgram_->sampler0, 0); glsl_unbind(); glEnableVertexAttribArray(drawProgram_->a_position); glEnableVertexAttribArray(drawProgram_->a_texcoord0); }
void UIShader_Init() { // Compile UI shaders glslModulate = glsl_create_source(modulate_vs, modulate_fs); glslPlain = glsl_create_source(plain_vs, plain_fs); }