Want convert OpenGL 1.1 code to OpenGL 2.0.
I use Cocos2d v2.0 (a framework for building 2D games)
First you have to get your shaders into your program. You can either copy the shader code straight into a const char * like I show below or you can load the shader at runtime from a file, which varies depending on what platforms you are developing for so I won't show how to do that.
const char *vertexShader = "... Vertex Shader source ...";
const char *fragmentShader = "... Fragment Shader source ...";
Create shaders for both a vertex shader and a fragment shader and store their id's:
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
This is where you fill the shaders you just created with the data you either copy pasted into a const char * or loaded from file:
glShaderSource(vertexShader, 1, &vertexShader, NULL);
glShaderSource(fragmentShader, 1, &fragmentShader, NULL);
Then you tell the program to compile you shaders:
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
Create a shader program, which is the interface to your shaders from OpenGL:
shaderProgram = glCreateProgram();
Attach your shaders to the shader program:
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
Link the shader program to your program:
glLinkProgram(shaderProgram);
Tell OpenGL you want to use the shader program you created:
glUseProgram(shaderProgram);
Vertex Shader:
attribute vec4 a_Position; // Attribute is data send with each vertex. Position
attribute vec2 a_TexCoord; // and texture coordinates is the example here
uniform mat4 u_ModelViewProjMatrix; // This is sent from within your program
varying mediump vec2 v_TexCoord; // varying means it is passed to next shader
void main()
{
// Multiply the model view projection matrix with the vertex position
gl_Position = u_ModelViewProjMatrix* a_Position;
v_TexCoord = a_TexCoord; // Send texture coordinate data to fragment shader.
}
Fragment Shader:
precision mediump float; // Mandatory OpenGL ES float precision
varying vec2 v_TexCoord; // Sent in from Vertex Shader
uniform sampler2D u_Texture; // The texture to use sent from within your program.
void main()
{
// The pixel colors are set to the texture according to texture coordinates.
gl_FragColor = texture2D(u_Texture, v_TexCoord);
}