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#ActualBrother Bob

Posted 22 July 2013 - 12:24 PM

This is how I do it. 

//----------------------------

 

//==================================================================================_GLOBAL_VARIABLES

GLfloat rubber_COLOR[] = { 1.0, 1.0, 1.0, 1.0};

GLuint   UNIFORM_rubber_COLOR; 

//==================================================================================_GLOBAL_VARIABLES

 

//==================================================================================_INIT

  rubber_SHADER_FRAGMENT = glCreateShader(GL_FRAGMENT_SHADER);  

  glShaderSource(rubber_SHADER_FRAGMENT, 1, &fragmentSource_rubber, NULL);     glCompileShader(rubber_SHADER_FRAGMENT);       //------------------------------------------------     glAttachShader(rubber_SHADER, rubber_SHADER_VERTEX);     glAttachShader(rubber_SHADER, rubber_SHADER_FRAGMENT);     //------------------------------------------------     glBindAttribLocation(rubber_SHADER,   0, "position");     glBindAttribLocation(rubber_SHADER,   1, "normal");       glBindAttribLocation(rubber_SHADER,   2, "texture");       //------------------------------------------------     glLinkProgram(rubber_SHADER);

 

  UNIFORM_rubber_COLOR = glGetUniformLocation(rubber_SHADER,   "color"); //This last part 'color' is how you access the variable in the shader

//==================================================================================_INIT_

 

//==================================================================================_FRAGMENT_SHADER

 uniform highp vec4  color;  

 

    void main()       {           gl_FragColor   =  color;         }

//===================================================================================_FRAGMENT_SHADER

 

//===================================================================================_RENDER

rubber_COLOR[3] -= fadeAlpha;

 

glUseProgram(rubber_SHADER);

 

 glUniform4f(UNIFORM_rubber_COLOR,  rubber_COLOR[0], rubber_COLOR[1], rubber_COLOR[2], rubber_COLOR[3]); 

 

//drawCall goes here

//====================================================================================_RENDER


#3marcClintDion

Posted 22 July 2013 - 03:21 AM

There is far too much arrogance and out right abuse by site moderators, they are teaching other people to behave this way.  The posts I've made will all be shorty removed and replaced with this notice.  Game development is not the only thing being taught here, bad behavior is being taught as well.


#2marcClintDion

Posted 16 June 2013 - 03:11 PM

This is how I do it. 

//----------------------------

 

//==================================================================================_GLOBAL_VARIABLES

GLfloat     rubber_COLOR[] = { 1.0, 1.0, 1.0, 1.0};

GLuint      UNIFORM_rubber_COLOR; 

//==================================================================================_GLOBAL_VARIABLES

 

//==================================================================================_INIT

      rubber_SHADER_FRAGMENT = glCreateShader(GL_FRAGMENT_SHADER);                                                                                     

      glShaderSource(rubber_SHADER_FRAGMENT, 1, &fragmentSource_rubber, NULL);                                                                          
      glCompileShader(rubber_SHADER_FRAGMENT);                                                                                                         
      //------------------------------------------------                                                                                              
      glAttachShader(rubber_SHADER, rubber_SHADER_VERTEX);                                                                                              
      glAttachShader(rubber_SHADER, rubber_SHADER_FRAGMENT);                                                                                            
      //------------------------------------------------                                                                                              
      glBindAttribLocation(rubber_SHADER,    0, "position");                                                                                            
      glBindAttribLocation(rubber_SHADER,    1, "normal");       
      glBindAttribLocation(rubber_SHADER,    2, "texture");                                                                                           
      //------------------------------------------------                                                                                              
      glLinkProgram(rubber_SHADER);

 

      UNIFORM_rubber_COLOR             = glGetUniformLocation(rubber_SHADER,      "color");       //This last part 'color' is how you access the variable in the shader

//==================================================================================_INIT_

 

//==================================================================================_FRAGMENT_SHADER

 uniform highp vec4  color;                                                   

 

           void main()                                                                                                                                       
           {                                                                                                                                                          

                gl_FragColor              =  color;                                    

           }

//===================================================================================_FRAGMENT_SHADER

 

//===================================================================================_RENDER

rubber_COLOR[3] -= fadeAlpha;

 

glUseProgram(rubber_SHADER);

 

 glUniform4f(UNIFORM_rubber_COLOR,  rubber_COLOR[0], rubber_COLOR[1], rubber_COLOR[2], rubber_COLOR[3]); 

 

//drawCall goes here

//====================================================================================_RENDER


#1marcClintDion

Posted 16 June 2013 - 03:11 PM

This is how I do it. 

//----------------------------

 

//==================================================================================_GLOBAL_VARIABLES

GLfloat     rubber_COLOR[] = { 1.0, 1.0, 1.0, 1.0};

GLuint      UNIFORM_rubber_COLOR; 

//==================================================================================_GLOBAL_VARIABLES

 

//==================================================================================_INIT

   

     

      rubber_SHADER_FRAGMENT = glCreateShader(GL_FRAGMENT_SHADER);                                                                                     
      glShaderSource(rubber_SHADER_FRAGMENT, 1, &fragmentSource_rubber, NULL);                                                                          
      glCompileShader(rubber_SHADER_FRAGMENT);                                                                                                         
      //------------------------------------------------                                                                                              
      glAttachShader(rubber_SHADER, rubber_SHADER_VERTEX);                                                                                              
      glAttachShader(rubber_SHADER, rubber_SHADER_FRAGMENT);                                                                                            
      //------------------------------------------------                                                                                              
      glBindAttribLocation(rubber_SHADER,    0, "position");                                                                                            
      glBindAttribLocation(rubber_SHADER,    1, "normal");       
      glBindAttribLocation(rubber_SHADER,    2, "texture");                                                                                           
      //------------------------------------------------                                                                                              
      glLinkProgram(rubber_SHADER);

 

      UNIFORM_rubber_COLOR             = glGetUniformLocation(rubber_SHADER,      "color");       //This last part 'color' is how you access the variable in the shader

//==================================================================================_INIT_

 

//==================================================================================_FRAGMENT_SHADER

 uniform highp vec4  color;                                                   

 

           void main()                                                                                                                                       
           {                                                                                                                                                          

                gl_FragColor              =  color;                                    

           }

//===================================================================================_FRAGMENT_SHADER

 

//===================================================================================_RENDER

rubber_COLOR[3] -= fadeAlpha;

 

glUseProgram(rubber_SHADER);

 

 glUniform4f(UNIFORM_rubber_COLOR,  rubber_COLOR[0], rubber_COLOR[1], rubber_COLOR[2], rubber_COLOR[3]); 

 

//drawCall goes here

//====================================================================================_RENDER


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