Пример #1
0
func loadShader(glctx gl.Context, shaderType gl.Enum, src string) (gl.Shader, error) {
	shader := glctx.CreateShader(shaderType)
	if shader.Value == 0 {
		return gl.Shader{}, fmt.Errorf("glutil: could not create shader (type %v)", shaderType)
	}
	glctx.ShaderSource(shader, src)
	glctx.CompileShader(shader)
	if glctx.GetShaderi(shader, gl.COMPILE_STATUS) == 0 {
		defer glctx.DeleteShader(shader)
		return gl.Shader{}, fmt.Errorf("shader compile: %s", glctx.GetShaderInfoLog(shader))
	}
	return shader, nil
}
Пример #2
0
func loadShader(glctx gl.Context, shaderType gl.Enum, assetName string) (gl.Shader, error) {
	// Borrowed from golang.org/x/mobile/exp/gl/glutil
	src, err := loadAsset(assetName)
	if err != nil {
		return gl.Shader{}, err
	}

	shader := glctx.CreateShader(shaderType)
	if shader.Value == 0 {
		return gl.Shader{}, fmt.Errorf("glutil: could not create shader (type %v)", shaderType)
	}
	glctx.ShaderSource(shader, string(src))
	glctx.CompileShader(shader)
	if glctx.GetShaderi(shader, gl.COMPILE_STATUS) == 0 {
		defer glctx.DeleteShader(shader)
		return gl.Shader{}, fmt.Errorf("shader compile: %s", glctx.GetShaderInfoLog(shader))
	}
	return shader, nil
}