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- //Binding shaders to program
- shading_.program = glCreateProgram();
- glAttachShader(shading_.program, shading_.vertex_shader);
- glAttachShader(shading_.program, shading_.fragment_shader);
- //Bind vertex shader inputs
- glBindAttribLocation(shading_.program, 0, "vertex_position");
- //glBindAttribLocation(shading_.program, 1, "vertex_normal");
- //glBindAttribLocation(shading_.program, 2, "vertex_textcoord");
- glAttachShader(shading_.program, shading_.fragment_shader);
- //Bind fragment shader colour output
- glBindFragDataLocation(shading_.program, 0, "fragment_colour");
- //Bind program
- glLinkProgram(shading_.program);
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