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Lines Matching defs:shaderProgram

427  @Output		shaderProgram               Handle to a shader program containing the fragment and vertex shader

431 bool InitialiseShaders( GLuint &fragmentShader, GLuint &vertexShader, GLuint &shaderProgram)
530 shaderProgram = glCreateProgram();
533 glAttachShader(shaderProgram, fragmentShader);
534 glAttachShader(shaderProgram, vertexShader);
537 glBindAttribLocation(shaderProgram, VERTEX_ARRAY, "myVertex");
540 glLinkProgram(shaderProgram);
544 glGetProgramiv(shaderProgram, GL_LINK_STATUS, &isLinked);
549 glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &infoLogLength);
553 glGetProgramInfoLog(shaderProgram, infoLogLength, &charactersWritten, infoLog);
568 glUseProgram(shaderProgram);
580 @Input shaderProgram The shader program used to render the scene
587 bool RenderScene( GLuint shaderProgram, EGLDisplay eglDisplay, EGLSurface eglSurface, Display* nativeDisplay )
606 int matrixLocation = glGetUniformLocation(shaderProgram, "transformationMatrix");
689 @Input shaderProgram Handle to a shader program containing the fragment and vertex shader
693 void DeInitialiseGLState( GLuint fragmentShader, GLuint vertexShader, GLuint shaderProgram, GLuint vertexBuffer )
698 glDeleteProgram(shaderProgram);
763 GLuint shaderProgram = 0;
811 if (!InitialiseShaders(fragmentShader, vertexShader, shaderProgram))
819 if (!RenderScene(shaderProgram, eglDisplay, eglSurface, nativeDisplay))
826 DeInitialiseGLState(fragmentShader, vertexShader, shaderProgram, vertexBuffer);