Add project files.
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93
Shader.cs
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93
Shader.cs
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using OpenTK.Graphics.OpenGL4;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection.Metadata;
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using System.Text;
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using System.Threading.Tasks;
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namespace Voxel
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{
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public class Shader
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{
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int handle;
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private bool disposedValue = false;
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public Shader(string vertexPath, string fragmentPath)
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{
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string vertexShaderSource = File.ReadAllText(vertexPath);
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string fragmentShaderSource = File.ReadAllText(fragmentPath);
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int vertexShader = GL.CreateShader(ShaderType.VertexShader);
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int fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(vertexShader, vertexShaderSource);
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GL.ShaderSource(fragmentShader, fragmentShaderSource);
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GL.CompileShader(vertexShader);
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GL.GetShader(vertexShader, ShaderParameter.CompileStatus, out int success);
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if (success == 0)
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{
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string infoLog = GL.GetShaderInfoLog(vertexShader);
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Console.WriteLine(infoLog);
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}
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GL.CompileShader(fragmentShader);
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if (success == 0)
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{
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string infoLog = GL.GetShaderInfoLog(fragmentShader);
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Console.WriteLine(infoLog);
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}
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// attach
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handle = GL.CreateProgram();
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GL.AttachShader(handle, vertexShader);
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GL.AttachShader(handle, fragmentShader);
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GL.LinkProgram(handle);
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GL.GetProgram(handle, GetProgramParameterName.LinkStatus, out success);
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if (success == 0)
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{
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string infoLog = GL.GetProgramInfoLog(handle);
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Console.WriteLine(infoLog);
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}
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GL.DetachShader(handle, vertexShader);
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GL.DetachShader(handle, fragmentShader);
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GL.DeleteShader(fragmentShader);
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GL.DeleteShader(vertexShader);
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}
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public void Use()
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{
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GL.UseProgram(handle);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (!disposedValue)
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{
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GL.DeleteProgram(handle);
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disposedValue = true;
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}
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}
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~Shader()
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{
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if (disposedValue == false)
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{
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Console.WriteLine("GPU Resource leak! Did you forget to call Dispose()?");
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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}
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}
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