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shehackedyou avatar shehackedyou commented on July 21, 2024
	vertexShader, err := compileShader(vertexShaderSource, gl.VERTEX_SHADER)
	if err != nil {
		return 0, err
	}

gl.AttachShader(program, vertexShader)

# Then you can delete and presumably re-add to make the switch
gl.DeleteShader(program, vertexShader)

from example.

shehackedyou avatar shehackedyou commented on July 21, 2024
func compileShader(source string, shaderType uint32) (uint32, error) {
	shader := gl.CreateShader(shaderType)

	csources, free := gl.Strs(source)
	gl.ShaderSource(shader, 1, csources, nil)
	free()
	gl.CompileShader(shader)

	var status int32
	gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
	if status == gl.FALSE {
		var logLength int32
		gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)

		log := strings.Repeat("\x00", int(logLength+1))
		gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))

		return 0, fmt.Errorf("failed to compile %v: %v", source, log)
	}

	return shader, nil
}

from example.

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