static int Width = 400, Height = 400;
static GLuint FBobject, RBobjects[3];
static GLfloat Xrot = 0.0, Yrot = 0.0;
+static GLuint Program;
static void
GL_COLOR_ATTACHMENT1_EXT
};
+ glUseProgram_func(Program);
+
/* draw to user framebuffer */
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, FBobject);
buffer + Width * Height / 2 * 4);
/* draw to window */
+ glUseProgram_func(0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glWindowPos2iARB(0, 0);
glDrawPixels(Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
" gl_FragData[1] = vec4(1.0) - gl_Color; \n"
"}\n";
- GLuint fragShader, program;
+ GLuint fragShader;
fragShader = LoadAndCompileShader(GL_FRAGMENT_SHADER, fragShaderText);
- program = glCreateProgram_func();
+ Program = glCreateProgram_func();
- glAttachShader_func(program, fragShader);
- glLinkProgram_func(program);
- CheckLink(program);
- glUseProgram_func(program);
+ glAttachShader_func(Program, fragShader);
+ glLinkProgram_func(Program);
+ CheckLink(Program);
+ glUseProgram_func(Program);
}