// NewBasicHighlighter returns a new instance of BasicHighlighter.
func NewBasicHighlighter(gl opengl.OpenGl, color [4]float32) *BasicHighlighter {
	vertexShader, err1 := opengl.CompileNewShader(gl, opengl.VERTEX_SHADER, basicHighlighterVertexShaderSource)
	defer gl.DeleteShader(vertexShader)
	fragmentShader, err2 := opengl.CompileNewShader(gl, opengl.FRAGMENT_SHADER, basicHighlighterFragmentShaderSource)
	defer gl.DeleteShader(fragmentShader)
	program, _ := opengl.LinkNewProgram(gl, vertexShader, fragmentShader)

	if err1 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 1:\n", err1)
	}
	if err2 != nil {
		fmt.Fprintf(os.Stderr, "Failed to compile shader 2:\n", err2)
	}

	highlighter := &BasicHighlighter{
		gl:                      gl,
		program:                 program,
		vertexArrayObject:       gl.GenVertexArrays(1)[0],
		vertexPositionBuffer:    gl.GenBuffers(1)[0],
		vertexPositionAttrib:    gl.GetAttribLocation(program, "vertexPosition"),
		modelMatrixUniform:      gl.GetUniformLocation(program, "modelMatrix"),
		viewMatrixUniform:       gl.GetUniformLocation(program, "viewMatrix"),
		projectionMatrixUniform: gl.GetUniformLocation(program, "projectionMatrix"),
		inColorUniform:          gl.GetUniformLocation(program, "inColor")}

	highlighter.withShader(func() {
		gl.BindBuffer(opengl.ARRAY_BUFFER, highlighter.vertexPositionBuffer)
		half := float32(0.5)
		var vertices = []float32{
			-half, -half, 0.0,
			half, -half, 0.0,
			half, half, 0.0,

			half, half, 0.0,
			-half, half, 0.0,
			-half, -half, 0.0}
		gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)

		gl.Uniform4fv(highlighter.inColorUniform, &color)
	})

	return highlighter
}