Working with GLSL Programs

In this chapter, we will cover the following recipes:

  • Sending data to a shader using vertex attributes and vertex buffer objects
  • Getting a list of active vertex input attributes and locations
  • Sending data to a shader using uniform variables
  • Getting a list of active uniform variables
  • Using uniform blocks and uniform buffer objects
  • Using program pipelines
  • Getting debug messages
  • Building a C++ shader program class

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