Anton-s Opengl 4 Tutorials Books Pdf File ⇒

// Create and link the program GLuint program = glCreateProgram(); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); glLinkProgram(program);

// 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"; Anton-s OpenGL 4 Tutorials books pdf file

// Clean up glDeleteProgram(program); glDeleteShader(fragmentShader); glDeleteShader(vertexShader); glfwTerminate(); // Create and link the program GLuint program

GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL 4 Tutorial", NULL, NULL); if (!window) { glfwTerminate(); return -1; } void main() { gl_Position = vec4(aPos.x

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