def load_shaders(): global uniform global tess_program global draw_cp_program if (tess_program): glDeleteProgram(tess_program) shaders = [GLuint(0) for _ in range(4)] shaders[0] = shader_load("cubicbezier.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("cubicbezier.tcs.glsl", GL_TESS_CONTROL_SHADER) shaders[2] = shader_load("cubicbezier.tes.glsl", GL_TESS_EVALUATION_SHADER) shaders[3] = shader_load("cubicbezier.fs.glsl", GL_FRAGMENT_SHADER) tess_program = link_from_shaders(shaders, 4, True) uniform.patch.mv_matrix = glGetUniformLocation(tess_program, "mv_matrix") uniform.patch.proj_matrix = glGetUniformLocation(tess_program, "proj_matrix") uniform.patch.mvp = glGetUniformLocation(tess_program, "mvp") if (draw_cp_program): glDeleteProgram(draw_cp_program) shaders[0] = shader_load("draw-control-points.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("draw-control-points.fs.glsl", GL_FRAGMENT_SHADER) draw_cp_program = link_from_shaders(shaders, 2, True) uniform.control_point.draw_color = glGetUniformLocation(draw_cp_program, "draw_color") uniform.control_point.mvp = glGetUniformLocation(draw_cp_program, "mvp")
def load_shaders(): global program shaders = [GLuint(0) for _ in range(2)] shaders[0] = shader_load("render.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("render.fs.glsl", GL_FRAGMENT_SHADER) program = link_from_shaders(shaders, 2, True)
def load_shaders(): global view_program global display_program global filter_program shaders = [GLuint(0) for _ in range(4)] shaders[0] = shader_load("render.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("render.fs.glsl", GL_FRAGMENT_SHADER) if (view_program): glDeleteProgram(view_program) view_program = link_from_shaders(shaders, 2, True) uniforms.view.proj_matrix = glGetUniformLocation(view_program, "proj_matrix") uniforms.view.mv_matrix = glGetUniformLocation(view_program, "mv_matrix") uniforms.view.full_shading = glGetUniformLocation(view_program, "full_shading") uniforms.view.diffuse_albedo = glGetUniformLocation( view_program, "diffuse_albedo") shaders[0] = shader_load("display.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("display.fs.glsl", GL_FRAGMENT_SHADER) if (display_program): glDeleteProgram(display_program) display_program = link_from_shaders(shaders, 2, True) uniforms.dof.focal_distance = glGetUniformLocation(display_program, "focal_distance") uniforms.dof.focal_depth = glGetUniformLocation(display_program, "focal_depth") shaders[0] = shader_load("gensat.cs.glsl", GL_COMPUTE_SHADER) if (filter_program): glDeleteProgram(filter_program) filter_program = link_from_shaders(shaders, 1, True)
def load_shaders(): global program_render global program_filter global program_resolve global uniforms shaders = [GLuint(0), GLuint(0)] if (program_render): glDeleteProgram(program_render) shaders[0] = shader_load("hdrbloom-scene.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("hdrbloom-scene.fs.glsl", GL_FRAGMENT_SHADER) program_render = link_from_shaders(shaders, 2, True) uniforms.scene.bloom_thresh_min = glGetUniformLocation( program_render, "bloom_thresh_min") uniforms.scene.bloom_thresh_max = glGetUniformLocation( program_render, "bloom_thresh_max") if (program_filter): glDeleteProgram(program_filter) shaders[0] = shader_load("hdrbloom-filter.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("hdrbloom-filter.fs.glsl", GL_FRAGMENT_SHADER) program_filter = link_from_shaders(shaders, 2, True) if (program_resolve): glDeleteProgram(program_resolve) shaders[0] = shader_load("hdrbloom-resolve.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("hdrbloom-resolve.fs.glsl", GL_FRAGMENT_SHADER) program_resolve = link_from_shaders(shaders, 2, True) uniforms.resolve.exposure = glGetUniformLocation(program_resolve, "exposure") uniforms.resolve.bloom_factor = glGetUniformLocation( program_resolve, "bloom_factor") uniforms.resolve.scene_factor = glGetUniformLocation( program_resolve, "scene_factor")
def load_shaders(): global prefix_sum_prog global show_image_prog cs = shader_load("prefixsum2d.cs.glsl", GL_COMPUTE_SHADER) if (prefix_sum_prog): glDeleteProgram(prefix_sum_prog) prefix_sum_prog = link_from_shaders(cs, 1, True) class show_image_shaders_: vs = GLuint(0) fs = GLuint(0) show_image_shaders = show_image_shaders_() show_image_shaders.vs = shader_load("showimage.vs.glsl", GL_VERTEX_SHADER) show_image_shaders.fs = shader_load("showimage.fs.glsl", GL_FRAGMENT_SHADER) show_image_shaders_list = [show_image_shaders.vs, show_image_shaders.fs] show_image_prog = link_from_shaders(show_image_shaders_list, 2, True)