def loadShader(self, shaderName: str, shaderType: str): "Load shader" shader = self.shaders[shaderName] shaderSourcePath = shader[shaderType] if shaderType == "vertex": shader = QOpenGLShader(QOpenGLShader.Vertex) else: shader = QOpenGLShader(QOpenGLShader.Fragment) # isCompiled = shader.compileSourceFile(shaderSourcePath) if isCompiled is False: print(shader.log()) raise ValueError( "{0} shader {2} known as {1} is not compiled".format( shaderType, shaderName, shaderSourcePath)) return shader
def __create_shader(type_: QOpenGLShader.ShaderType, source): shader = QOpenGLShader(type_) r = shader.compileSourceCode(source) if not r: print(shader.log()) return shader