Converting OpenGL 1.1 Code to OpenGL 2.0
You must first get your shaders into your program. You can copy the shader code directly into a const char * as shown below, or you can load the shader at runtime from a file that depends on which platforms you are developing on, so I won't show you how to do that.
const char *vertexShader = "... Vertex Shader source ...";
const char *fragmentShader = "... Fragment Shader source ...";
Create shaders for both the vertex shader and the fragment shader and store their identifiers:
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
This is where you populate the shaders you created with data that you either copied to a const char * file or loaded from a file:
glShaderSource(vertexShader, 1, &vertexShader, NULL);
glShaderSource(fragmentShader, 1, &fragmentShader, NULL);
Then you tell the program to compile the shaders:
glCompileShader(vertexShader); glCompileShader(fragmentShader);
Create a shader program that is the interface to your shaders from OpenGL:
shaderProgram = glCreateProgram();
Attach shaders to your shader program:
glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader);
Link the shader program to your program:
glLinkProgram(shaderProgram);
Tell OpenGL that you want to use the generated shader program:
glUseProgram(shaderProgram);
Vertex Shader:
attribute vec4 a_Position; // Attribute is data send with each vertex. Position
attribute vec2 a_TexCoord; // and texture coordinates is the example here
uniform mat4 u_ModelViewProjMatrix; // This is sent from within your program
varying mediump vec2 v_TexCoord; // varying means it is passed to next shader
void main()
{
// Multiply the model view projection matrix with the vertex position
gl_Position = u_ModelViewProjMatrix* a_Position;
v_TexCoord = a_TexCoord; // Send texture coordinate data to fragment shader.
}
Fragment shader:
precision mediump float; // Mandatory OpenGL ES float precision
varying vec2 v_TexCoord; // Sent in from Vertex Shader
uniform sampler2D u_Texture; // The texture to use sent from within your program.
void main()
{
// The pixel colors are set to the texture according to texture coordinates.
gl_FragColor = texture2D(u_Texture, v_TexCoord);
}
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