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-rw-r--r--shader.c54
1 files changed, 27 insertions, 27 deletions
diff --git a/shader.c b/shader.c
index 087777e..f700485 100644
--- a/shader.c
+++ b/shader.c
@@ -3,42 +3,42 @@
#include <stdio.h>
GLuint createShader(const char *vertexCode, const char *fragmentCode) {
- GLuint vertex, fragment;
- int success;
- char infoLog[512];
+ GLuint vertex, fragment;
+ int success;
+ char infoLog[512];
- vertex = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(vertex, 1, &vertexCode, NULL);
- glCompileShader(vertex);
+ vertex = glCreateShader(GL_VERTEX_SHADER);
+ glShaderSource(vertex, 1, &vertexCode, NULL);
+ glCompileShader(vertex);
- glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(vertex, 512, NULL, infoLog);
+ glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ glGetShaderInfoLog(vertex, 512, NULL, infoLog);
fprintf(stderr, "ERROR: Failed to compile vertex shader: %s\n", infoLog);
- }
+ }
- fragment = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(fragment, 1, &fragmentCode, NULL);
- glCompileShader(fragment);
+ fragment = glCreateShader(GL_FRAGMENT_SHADER);
+ glShaderSource(fragment, 1, &fragmentCode, NULL);
+ glCompileShader(fragment);
- glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
- if (!success) {
- glGetShaderInfoLog(fragment, 512, NULL, infoLog);
+ glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ glGetShaderInfoLog(fragment, 512, NULL, infoLog);
fprintf(stderr, "ERROR: Failed to compile fragment shader: %s\n", infoLog);
- }
+ }
- GLuint ShaderProgram = glCreateProgram();
- glAttachShader(ShaderProgram, vertex);
- glAttachShader(ShaderProgram, fragment);
- glLinkProgram(ShaderProgram);
+ GLuint ShaderProgram = glCreateProgram();
+ glAttachShader(ShaderProgram, vertex);
+ glAttachShader(ShaderProgram, fragment);
+ glLinkProgram(ShaderProgram);
- glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &success);
- if (!success) {
+ glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &success);
+ if (!success) {
fprintf(stderr, "Failed to link shaders\n");
- }
+ }
- glDeleteShader(vertex);
- glDeleteShader(fragment);
+ glDeleteShader(vertex);
+ glDeleteShader(fragment);
- return ShaderProgram;
+ return ShaderProgram;
}