/* 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 "Utility/Resource.h" using namespace Corrade::Utility; namespace Magnum { namespace Shaders { PhongShader::PhongShader() { Resource rs("shaders"); Shader* vertexShader = Shader::fromData(Shader::Vertex, rs.get("PhongShader.vert")); Shader* fragmentShader = Shader::fromData(Shader::Fragment, rs.get("PhongShader.frag")); attachShader(vertexShader); attachShader(fragmentShader); bindAttribute(Vertex, "vertex"); bindAttribute(Normal, "normal"); link(); delete vertexShader; delete fragmentShader; ambientColorUniform = uniformLocation("ambientColor"); diffuseColorUniform = uniformLocation("diffuseColor"); specularColorUniform = uniformLocation("specularColor"); shininessUniform = uniformLocation("shininess"); transformationMatrixUniform = uniformLocation("transformationMatrix"); projectionMatrixUniform = uniformLocation("projectionMatrix"); lightUniform = uniformLocation("light"); lightAmbientColorUniform = uniformLocation("lightAmbientColor"); lightDiffuseColorUniform = uniformLocation("lightDiffuseColor"); lightSpecularColorUniform = uniformLocation("lightSpecularColor"); } }}