#include <string.h>
#include <GL/glew.h>
#include "GL/glut.h"
-#include "readtex.h"
-#include "extfuncs.h"
#include "shaderutil.h"
for (y = 0; y < stripeSize; y++) {
for (x = 0; x < size; x++) {
GLint k = 4 * ((ypos + y) * size + x);
- texImage[k + 0] = intensity;
- texImage[k + 1] = intensity;
- texImage[k + 2] = 0;
- texImage[k + 3] = 255;
+ if (x < size / 2) {
+ texImage[k + 0] = intensity;
+ texImage[k + 1] = intensity;
+ texImage[k + 2] = 0;
+ texImage[k + 3] = 255;
+ }
+ else {
+ texImage[k + 0] = 255 - intensity;
+ texImage[k + 1] = 0;
+ texImage[k + 2] = 0;
+ texImage[k + 3] = 255;
+ }
}
}
assert(vertShader);
program = LinkShaders(vertShader, fragShader);
- glUseProgram_func(program);
+ glUseProgram(program);
free(fragShaderText);
#else
sprintf(uname, "tex[%d]", s);
#endif
- loc = glGetUniformLocation_func(Program, uname);
+ loc = glGetUniformLocation(Program, uname);
assert(loc >= 0);
- glUniform1i_func(loc, s);
+ glUniform1i(loc, s);
}
}
printf("GL_RENDERER = %s\n", (const char *) glGetString(GL_RENDERER));
- GetExtensionFuncs();
-
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &NumSamplers);
if (NumSamplers > MAX_SAMPLERS)
NumSamplers = MAX_SAMPLERS;