/* Copyright © 2010, 2011, 2012 Vladimír Vondruš This file is part of Magnum. Magnum is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License version 3 only, as published by the Free Software Foundation. Magnum is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License version 3 for more details. */ #include "PhongShader.h" #include #include "Extensions.h" #include "Shader.h" namespace Magnum { namespace Shaders { PhongShader::PhongShader() { Corrade::Utility::Resource rs("MagnumShaders"); Version v = Context::current()->isVersionSupported(Version::GL320) ? Version::GL320 : Version::GL210; attachShader(Shader::fromData(v, Shader::Type::Vertex, rs.get("PhongShader.vert"))); attachShader(Shader::fromData(v, Shader::Type::Fragment, rs.get("PhongShader.frag"))); if(!Context::current()->isExtensionSupported()) { bindAttributeLocation(Position::Location, "position"); bindAttributeLocation(Normal::Location, "normal"); } link(); ambientColorUniform = uniformLocation("ambientColor"); diffuseColorUniform = uniformLocation("diffuseColor"); specularColorUniform = uniformLocation("specularColor"); shininessUniform = uniformLocation("shininess"); transformationMatrixUniform = uniformLocation("transformationMatrix"); projectionMatrixUniform = uniformLocation("projectionMatrix"); lightUniform = uniformLocation("light"); lightColorUniform = uniformLocation("lightColor"); } }}