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Jan 18th, 2019
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  1. //Binding shaders to program
  2. shading_.program = glCreateProgram();
  3. glAttachShader(shading_.program, shading_.vertex_shader);
  4. glAttachShader(shading_.program, shading_.fragment_shader);
  5. //Bind vertex shader inputs
  6. glBindAttribLocation(shading_.program, 0, "vertex_position");
  7. //glBindAttribLocation(shading_.program, 1, "vertex_normal");
  8. //glBindAttribLocation(shading_.program, 2, "vertex_textcoord");
  9. glAttachShader(shading_.program, shading_.fragment_shader);
  10. //Bind fragment shader colour output
  11. glBindFragDataLocation(shading_.program, 0, "fragment_colour");
  12. //Bind program
  13. glLinkProgram(shading_.program);
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