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- GLchar *vertexSource, *fragmentsource;
- GLuint vertexshader, fragmentshader;
- GLuint shaderprogram;
- vertexSource = filetobuf("vertexshader.txt");
- fragmentsource = filetobuf("fragmentshader.txt");
- vertexshader = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertexshader, 1, (const GLchar**)&vertexSource, 0);
- glCompileShader(vertexshader);
- fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragmentshader, 1, (const GLchar**)&fragmentsource, 0);
- glCompileShader(fragmentshader);
- shaderprogram = glCreateProgram();
- glAttachShader(shaderprogram, vertexshader);
- glAttachShader(shaderprogram, fragmentshader);
- glBindAttribLocation(shaderprogram, 0, "in_Position");
- glBindAttribLocation(shaderprogram, 1, "in_Color");
- glLinkProgram(shaderprogram);
- glUseProgram(shaderprogram);
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