Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- GL_texture_mirror_once = glCreateShader(GL_VERTEX_SHADER)
- glShaderSource(1, 1)
- glCompileShader(1)
- glGetShaderiv(1, GL_OBJECT_COMPILE_STATUS)
- GL_REPLACE_MIDDLE_SUN = glCreateShader(GL_FRAGMENT_SHADER)
- glShaderSource(2, 1)
- glCompileShader(2)
- glGetShaderiv(2, GL_OBJECT_COMPILE_STATUS)
- GL_KTX_STENCIL_REGION = glCreateProgram()
- glAttachShader(3, 1)
- glAttachShader(3, 2)
- glLinkProgram(3)
- glGetProgramiv(3, GL_OBJECT_LINK_STATUS)
- glDetachShader(3, 1)
- glDeleteShader(1)
- glDetachShader(3, 2)
- glDeleteShader(2)
- GL_TRIANGLE_STRIP = glGetUniformLocation(3, "world_matrix")
- -1 = glGetUniformLocation(3, "time")
- GL_REPLACE_MIDDLE_SUN = glGetUniformLocation(3, "projection_matrix")
- -1 = glGetUniformLocation(3, "cam_up")
- -1 = glGetUniformLocation(3, "pvm_matrix")
- GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV = glGetUniformLocation(3, "view_matrix")
- -1 = glGetUniformLocation(3, "cam_right")
- -1 = glGetUniformLocation(3, "cam_forward")
- GL_ENV_COPY = glGetUniformLocation(3, "bump")
- GL_texture_mirror_once = glGetUniformLocation(3, "diffuse")
- GL_KTX_STENCIL_REGION = glGetUniformLocation(3, "specular")
- glBindAttribLocation(3, 0, "pos")
- glBindAttribLocation(3, 1, "normal")
- glBindAttribLocation(3, 2, "uv")
- glBindAttribLocation(3, 3, "tangent")
- glBindAttribLocation(3, 4, "bitangent")
- glGenBuffers(1)
- glBindBuffer(GL_ARRAY_BUFFER, 1)
- glBufferData(GL_ARRAY_BUFFER, 72576, GL_DYNAMIC_DRAW)
- glGenVertexArrays(1)
- glBindVertexArray(7)
- glEnableVertexAttribArray(0)
- glVertexAttribPointer(0, 3, GL_FLOAT, false, 56)
- glEnableVertexAttribArray(1)
- glVertexAttribPointer(1, 3, GL_FLOAT, false, 56)
- glEnableVertexAttribArray(2)
- glVertexAttribPointer(2, 2, GL_FLOAT, false, 56)
- glEnableVertexAttribArray(3)
- glVertexAttribPointer(3, 3, GL_FLOAT, false, 56)
- glEnableVertexAttribArray(4)
- glVertexAttribPointer(4, 3, GL_FLOAT, false, 56)
- glBindVertexArray(0)
Advertisement
Add Comment
Please, Sign In to add comment