| 190 | "}\n"; |
| 191 | |
| 192 | void loadShader() |
| 193 | { |
| 194 | sData.m_shaderProg = gltLoadShaderPair(vertexShader, fragmentShader); |
| 195 | |
| 196 | sData.m_positionUniform = glGetUniformLocation(sData.m_shaderProg, "p"); |
| 197 | if (sData.m_positionUniform < 0) |
| 198 | { |
| 199 | b3Assert(0); |
| 200 | } |
| 201 | sData.m_colourAttribute = glGetAttribLocation(sData.m_shaderProg, "colour"); |
| 202 | if (sData.m_colourAttribute < 0) |
| 203 | { |
| 204 | b3Assert(0); |
| 205 | } |
| 206 | sData.m_positionAttribute = glGetAttribLocation(sData.m_shaderProg, "position"); |
| 207 | if (sData.m_positionAttribute < 0) |
| 208 | { |
| 209 | b3Assert(0); |
| 210 | } |
| 211 | sData.m_textureAttribute = glGetAttribLocation(sData.m_shaderProg, "texuv"); |
| 212 | if (sData.m_textureAttribute < 0) |
| 213 | { |
| 214 | b3Assert(0); |
| 215 | } |
| 216 | } |
| 217 | |
| 218 | void display() |
| 219 | { |
no test coverage detected