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- //Set up the cel shader
- DataManager::instance().loadShader("cel.vert", "shaders/cel.vert", GL_VERTEX_SHADER);
- std::cout << "vertex shader done." << std::endl;
- DataManager::instance().loadShader("cel.frag", "shaders/cel.frag", GL_FRAGMENT_SHADER);
- std::cout << "fragment shader done." << std::endl;
- program = DataManager::instance().createProgram("cel.prog");
- std::cout << "program creation done." << std::endl;
- DataManager::instance().attachShader("cel.prog", "cel.vert");
- DataManager::instance().attachShader("cel.prog", "cel.frag");
- DataManager::instance().linkProgram("cel.prog");
- //Set up the cel shader
- DataManager::instance().loadShader("light.vert", "shaders/light.vert", GL_VERTEX_SHADER);
- DataManager::instance().loadShader("light.frag", "shaders/light.frag", GL_FRAGMENT_SHADER);
- program = DataManager::instance().createProgram("light.prog");
- DataManager::instance().attachShader("light.prog", "light.vert");
- DataManager::instance().attachShader("light.prog", "light.frag");
- DataManager::instance().linkProgram("light.prog");
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