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GLSL Shader for Interpolating Two Textures

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24 Jun 2010CPOL2 min read 50.8K   2.4K   10  
A simple shader developed in GLSL for interpolating two textures
#pragma once

#include "GL\gl.h"
#include "GLExtension.h"

// Shader class handles creating of a Shader, and parameter setting to the 
// GLSL Shader. This class uses GLExtension for calling opengl extension functions.
class GLSLShader
{
public:
    GLSLShader(void);
    // nProgramID_i is the resource ID of Shader.
    // glSlShaderType_i should be GL_FRAGMENT_PROGRAM_ARB, GL_VERTEX_PROGRAM_ARB
    bool CreateProgram( const int nProgramID_i, GLenum glSlShaderType_i );
    bool DeleteShader();
    bool EnableShader();
    bool DisableShader();
    // This function attach a texture to shader parameter.
    // pParamName_i is parameter name given in shader.
    bool SetTexture( const CHAR* pParamName_i, const int nTextureID_i, int nIndex = 0 );
    // This function passes a float value to Shader float parameter.
    bool SetParam( const CHAR* pParamName_i, const float fValue_i );
    ~GLSLShader(void);

private:
   static GLhandleARB m_hProgramObject;
   GLhandleARB m_hShaderHandle;
};

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This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


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