func NewShader(isvert bool) *Shader { type_ := gl.GLenum(gl.FRAGMENT_SHADER) if isvert { type_ = gl.GLenum(gl.VERTEX_SHADER) } id := gl.CreateShader(type_) sh := &Shader{id, isvert} return sh }
func (p *Program) UniformTexture_(name string, t ITexture, activeTexture int) { gl.ActiveTexture(gl.GLenum(activeTexture)) t.Id().Bind(gl.TEXTURE_2D) p.UniformInt(name, activeTexture-int(gl.TEXTURE0)) }