LoadShader takes a Vertex-shader and Fragment-shader, compiles them and attaches them to a newly created glProgram. It will log possible compilation errors
(vertSrc, fragSrc string)
| 132 | // LoadShader takes a Vertex-shader and Fragment-shader, compiles them and attaches them to a newly created glProgram. |
| 133 | // It will log possible compilation errors |
| 134 | func LoadShader(vertSrc, fragSrc string) (*gl.Program, error) { |
| 135 | vertShader := engo.Gl.CreateShader(engo.Gl.VERTEX_SHADER) |
| 136 | engo.Gl.ShaderSource(vertShader, vertSrc) |
| 137 | engo.Gl.CompileShader(vertShader) |
| 138 | if !engo.Gl.GetShaderiv(vertShader, engo.Gl.COMPILE_STATUS) { |
| 139 | errorLog := engo.Gl.GetShaderInfoLog(vertShader) |
| 140 | return nil, VertexShaderCompilationError{errorLog} |
| 141 | } |
| 142 | defer engo.Gl.DeleteShader(vertShader) |
| 143 | |
| 144 | fragShader := engo.Gl.CreateShader(engo.Gl.FRAGMENT_SHADER) |
| 145 | engo.Gl.ShaderSource(fragShader, fragSrc) |
| 146 | engo.Gl.CompileShader(fragShader) |
| 147 | if !engo.Gl.GetShaderiv(fragShader, engo.Gl.COMPILE_STATUS) { |
| 148 | errorLog := engo.Gl.GetShaderInfoLog(fragShader) |
| 149 | return nil, FragmentShaderCompilationError{errorLog} |
| 150 | } |
| 151 | defer engo.Gl.DeleteShader(fragShader) |
| 152 | |
| 153 | program := engo.Gl.CreateProgram() |
| 154 | engo.Gl.AttachShader(program, vertShader) |
| 155 | engo.Gl.AttachShader(program, fragShader) |
| 156 | engo.Gl.LinkProgram(program) |
| 157 | |
| 158 | return program, nil |
| 159 | } |
| 160 | |
| 161 | func newCamera(w *ecs.World) { |
| 162 | shaderInitMutex.Lock() |
no outgoing calls