Game Development Reference
In-Depth Information
alert(e);
}
if (!gl) {
alert("Error trying to initialise WebGL");
} else {
gl.clearColor(0.0, 0.4, 0.0, 1.0);
}
}
function makeShader(src, type){
var shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
alert("Error compiling shader: " + gl.getShaderInfoLog(shader));
}
return shader;
}
function attachShaders(){
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Unable to initialize the shader program.");
}
}
function createShaderProgram(){
shaderProgram = gl.createProgram();
attachShaders();
gl.useProgram(shaderProgram);
}
function setupShaders(fragmentShaderSRC, vertexShaderSRC){
fragmentShader = makeShader(fragmentShaderSRC, gl.FRAGMENT_SHADER);
vertexShader = makeShader(vertexShaderSRC, gl.VERTEX_SHADER);
createShaderProgram();
}
function initShaders() {
var fragmentShaderSRC = null,
vertexShaderSRC = null;
$.ajax({
async: false,
url: 'shader.fs',
success: function (data) {
fragmentShaderSRC = data.firstChild.textContent;
},
dataType: 'xml'
});
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