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Copy pathshaders.go
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shaders.go
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package main
import (
"github.com/go-gl/gl/v2.1/gl"
"io/ioutil"
"strings"
)
func newProgramShader(vertexShaderPath, fragmentShaderPath string) (uint32, error) {
vertexShader, err := loadShader(vertexShaderPath, gl.VERTEX_SHADER)
if err != nil {
return 0, err
}
fragmentShader, err := loadShader(vertexShaderPath, gl.FRAGMENT_SHADER)
if err != nil {
return 0, err
}
program := gl.CreateProgram()
gl.AttachShader(program, vertexShader)
gl.AttachShader(program, fragmentShader)
gl.LinkProgram(program)
var status int32
gl.GetProgramiv(program, gl.LINK_STATUS, &status)
if status == gl.FALSE {
var logSize int32
gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, &logSize)
log := strings.Repeat("\x00", int(logSize+1))
gl.GetProgramInfoLog(program, logSize, nil, gl.Str(log))
return 0, nil
}
gl.DeleteShader(vertexShader)
gl.DeleteShader(fragmentShader)
return program, nil
}
func loadShader(path string, shaderVariant uint32) (uint32, error) {
bytes, err := ioutil.ReadFile(path)
if err != nil {
return 0, err
}
legacyCString := gl.Str(string(bytes) + "\x00")
shader := gl.CreateShader(shaderVariant)
gl.ShaderSource(shader, 1, &legacyCString, nil)
gl.CompileShader(shader)
var status int32
gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
if status == gl.FALSE {
var logSize int32
gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logSize)
log := strings.Repeat("\x00", int(logSize+1))
gl.GetShaderInfoLog(shader, logSize, nil, gl.Str(log))
return 0, nil
}
return shader, nil
}