// Create and compile the fragment shader GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL); glCompileShader(fragmentShader);
// Define a simple fragment shader const char* fragmentShaderSource = R"glsl( #version 330 core out vec4 FragColor; void main() { FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); } )glsl";
// Create and link the program GLuint program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program); Anton-s OpenGL 4 Tutorials books pdf file
glfwSwapBuffers(window); glfwPollEvents(); }
return 0; } This example demonstrates how to create a simple OpenGL 4 program, including setting up the window, creating and compiling shaders, and drawing a triangle. // Create and compile the fragment shader GLuint
// Import necessary libraries #include <GL/glew.h> #include <GLFW/glfw3.h>
// Define a simple vertex shader const char* vertexShaderSource = R"glsl( #version 330 core layout (location = 0) in vec3 aPos; void main() { gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); } )glsl"; void main() { FragColor = vec4(1.0f
glUseProgram(program); glDrawArrays(GL_TRIANGLES, 0, 3);