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Jun 18th, 2018
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  1. //Set up the cel shader
  2. DataManager::instance().loadShader("cel.vert", "shaders/cel.vert", GL_VERTEX_SHADER);
  3. std::cout << "vertex shader done." << std::endl;
  4. DataManager::instance().loadShader("cel.frag", "shaders/cel.frag", GL_FRAGMENT_SHADER);
  5. std::cout << "fragment shader done." << std::endl;
  6. program = DataManager::instance().createProgram("cel.prog");
  7. std::cout << "program creation done." << std::endl;
  8. DataManager::instance().attachShader("cel.prog", "cel.vert");
  9. DataManager::instance().attachShader("cel.prog", "cel.frag");
  10. DataManager::instance().linkProgram("cel.prog");
  11.  
  12. //Set up the cel shader
  13. DataManager::instance().loadShader("light.vert", "shaders/light.vert", GL_VERTEX_SHADER);
  14. DataManager::instance().loadShader("light.frag", "shaders/light.frag", GL_FRAGMENT_SHADER);
  15. program = DataManager::instance().createProgram("light.prog");
  16. DataManager::instance().attachShader("light.prog", "light.vert");
  17. DataManager::instance().attachShader("light.prog", "light.frag");
  18. DataManager::instance().linkProgram("light.prog");
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