Anton-s Opengl 4 Tutorials Books Pdf File Instant
// Create and compile the vertex shader GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, &vertexShaderSource, NULL); glCompileShader(vertexShader);
// Define a simple fragment shader const char* fragmentShaderSource = R"glsl( #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); } )glsl";
int main() { // Initialize GLFW and create a window if (!glfwInit()) { return -1; } Anton-s OpenGL 4 Tutorials books pdf file
// Define a simple vertex shader const char* vertexShaderSource = R"glsl( #version 330 core layout (location = 0) in vec3 aPos; void main() { gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); } )glsl";
return 0; } This example demonstrates how to create a simple OpenGL 4 program, including setting up the window, creating and compiling shaders, and drawing a triangle. // Create and compile the vertex shader GLuint
glfwSwapBuffers(window); glfwPollEvents(); }
// Create and compile the fragment shader GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader); void main() { FragColor = vec4(1.0f
// Create and link the program GLuint program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program);