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initShaders.js
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62 lines (56 loc) · 2.17 KB
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//
// initShaders.js: contains the code to read, compile, and link the shaders.
// Shaders are pro- grams that are compiled in the drivers.
//We create them as null-terminated strings of characters, usually with a standard text editor, which are eventually passed into WebGL.
function initShaders( gl, vertexShaderId, fragmentShaderId )
{
var vertShdr;
var fragShdr;
var vertElem = document.getElementById( vertexShaderId );
if ( !vertElem ) {
alert( "Unable to load vertex shader " + vertexShaderId );
return -1;
}
else {
vertShdr = gl.createShader( gl.VERTEX_SHADER );
gl.shaderSource( vertShdr, vertElem.textContent.replace(/^\s+|\s+$/g, '' ));
gl.compileShader( vertShdr );
if ( !gl.getShaderParameter(vertShdr, gl.COMPILE_STATUS) ) {
var msg = "Vertex shader '"
+ vertexShaderId
+ "' failed to compile. The error log is:\n\n"
+ gl.getShaderInfoLog( vertShdr );
alert( msg );
return -1;
}
}
var fragElem = document.getElementById( fragmentShaderId );
if ( !fragElem ) {
alert( "Unable to load vertex shader " + fragmentShaderId );
return -1;
}
else {
fragShdr = gl.createShader( gl.FRAGMENT_SHADER );
gl.shaderSource( fragShdr, fragElem.textContent.replace(/^\s+|\s+$/g, '' ) );
gl.compileShader( fragShdr );
if ( !gl.getShaderParameter(fragShdr, gl.COMPILE_STATUS) ) {
var msg = "Fragment shader '"
+ fragmentShaderId
+ "' failed to compile. The error log is:\n\n"
+ gl.getShaderInfoLog( fragShdr );
alert( msg );
return -1;
}
}
var program = gl.createProgram();
gl.attachShader( program, vertShdr );
gl.attachShader( program, fragShdr );
gl.linkProgram( program );
if ( !gl.getProgramParameter(program, gl.LINK_STATUS) ) {
var msg = "Shader program failed to link. The error log is:\n\n"
+ gl.getProgramInfoLog( program );
alert( msg );
return -1;
}
return program;
}