Getting ready

To compile a shader, we'll need a basic example to work with. Let's start with the following simple vertex shader. Save it in a file named basic.vert.glsl:

#version 460in vec3 VertexPosition; 
in vec3 VertexColor; 
 
out vec3 Color; 
 
void main() 
{ 
   Color = VertexColor; 
   gl_Position = vec4( VertexPosition, 1.0 ); 
}

In case you're curious about what this code does, it works as a "pass-through" shader. It takes the VertexPosition and VertexColor input attributes and passes them to the fragment shader via the gl_Position and Color output variables.

Next, we'll need to build a basic shell for an OpenGL program using a Window toolkit that supports OpenGL. Examples of cross-platform toolkits include GLFW, GLUT, FLTK, Qt, and wxWidgets. ...

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