init
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6046cea17c
27
assets/shader/deferred/deferred.fs
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27
assets/shader/deferred/deferred.fs
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#version 460 core
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layout (location = 0) in vec3 _pos;
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layout (location = 1) in vec3 _norm;
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layout (location = 2) in vec2 _tex;
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layout (location = 3) in uint _id;
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layout (std140) uniform matrices
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{
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mat4 projection;
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mat4 camera;
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}
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uniform mat4 model;
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out vec3 pos;
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out vec3 norm;
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out vec2 tex;
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out vec2 id;
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void main() {
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gl_Position = projection * camera * model * vec4(_pos, 1.0);
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pos = vec3(model * vec4(_pos, 1.0));
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norm = _norm;
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tex = _tex;
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id = _id;
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}
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32
assets/shader/deferred/deferred.vs
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assets/shader/deferred/deferred.vs
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#version 460
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struct material_t {
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sampler2D albedo;
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sampler2D normal;
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sampler2D specular;
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sampler2D rougness;
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sampler2D metalic;
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};
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layout (std140) buffer material_buffer {
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material_t materials[];
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};
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in vec3 pos;
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in vec3 norm;
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in vec2 tex;
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in uint id;
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out vec3 position;
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out vec3 albedo;
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out vec3 normal;
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out vec3 material;
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void main() {
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position = pos;
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albedo = texture(materials[id].albedo, tex).rgb;
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normal = texture(materials[id].normal, tex).rgb;
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material.x = texture(materials[id].specular, tex).x;
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material.y = texture(materials[id].rougness, tex).y;
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material.z = texture(materials[id].metalic, tex).z;
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}
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9
go.mod
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9
go.mod
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module git.tek.govt.hu/dowerx/opengl-deferred
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go 1.23.0
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require (
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github.com/go-gl/gl v0.0.0-20231021071112-07e5d0ea2e71 // indirect
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github.com/go-gl/glfw/v3.3/glfw v0.0.0-20240506104042-037f3cc74f2a // indirect
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github.com/go-gl/mathgl v1.1.0 // indirect
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)
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8
go.sum
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8
go.sum
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github.com/go-gl/gl v0.0.0-20231021071112-07e5d0ea2e71 h1:5BVwOaUSBTlVZowGO6VZGw2H/zl9nrd3eCZfYV+NfQA=
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github.com/go-gl/gl v0.0.0-20231021071112-07e5d0ea2e71/go.mod h1:9YTyiznxEY1fVinfM7RvRcjRHbw2xLBJ3AAGIT0I4Nw=
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github.com/go-gl/glfw/v3.3/glfw v0.0.0-20240506104042-037f3cc74f2a h1:vxnBhFDDT+xzxf1jTJKMKZw3H0swfWk9RpWbBbDK5+0=
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github.com/go-gl/glfw/v3.3/glfw v0.0.0-20240506104042-037f3cc74f2a/go.mod h1:tQ2UAYgL5IevRw8kRxooKSPJfGvJ9fJQFa0TUsXzTg8=
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github.com/go-gl/mathgl v1.1.0 h1:0lzZ+rntPX3/oGrDzYGdowSLC2ky8Osirvf5uAwfIEA=
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github.com/go-gl/mathgl v1.1.0/go.mod h1:yhpkQzEiH9yPyxDUGzkmgScbaBVlhC06qodikEM0ZwQ=
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golang.org/x/image v0.0.0-20190321063152-3fc05d484e9f/go.mod h1:kZ7UVZpmo3dzQBMxlp+ypCbDeSB+sBbTgSJuh5dn5js=
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golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ=
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62
main.go
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main.go
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package main
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import (
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"fmt"
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"os"
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"git.tek.govt.hu/dowerx/opengl-deferred/types/shader"
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"github.com/go-gl/gl/v4.6-core/gl"
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"github.com/go-gl/glfw/v3.3/glfw"
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)
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const (
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WIDTH = 640
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HEIGHT = 480
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TITLE = "opengl-deferred"
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)
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func main() {
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// init glfw
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if err := glfw.Init(); err != nil {
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panic(err)
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}
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defer glfw.Terminate()
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glfw.WindowHint(glfw.Resizable, glfw.False)
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glfw.WindowHint(glfw.ContextVersionMajor, 4)
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glfw.WindowHint(glfw.ContextVersionMinor, 6)
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glfw.WindowHint(glfw.OpenGLProfile, glfw.OpenGLCoreProfile)
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glfw.WindowHint(glfw.OpenGLForwardCompatible, glfw.True)
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window, err := glfw.CreateWindow(WIDTH, HEIGHT, TITLE, nil, nil)
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if err != nil {
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panic(err)
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}
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window.MakeContextCurrent()
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// init glow
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if err := gl.Init(); err != nil {
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panic(err)
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}
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fmt.Println("OpenGL version:", gl.GoStr(gl.GetString(gl.VERSION)))
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// load assets
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// shader
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vertexSource, err := os.ReadFile("assets/shader/deferred/deferred.vs")
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if err != nil {
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panic(err)
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}
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fragmentSource, err := os.ReadFile("assets/shader/deferred/deferred.fs")
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if err != nil {
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panic(err)
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}
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deferredShader, err := shader.New(string(vertexSource), string(fragmentSource))
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if err != nil {
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panic(err)
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}
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defer deferredShader.Delete()
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deferredShader.Use()
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}
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BIN
opengl-deferred
Executable file
BIN
opengl-deferred
Executable file
Binary file not shown.
79
types/shader/shader.go
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79
types/shader/shader.go
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package shader
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import (
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"errors"
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"strings"
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"github.com/go-gl/gl/v4.6-core/gl"
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)
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type Shader struct {
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program uint32
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uniforms map[string]uint32
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}
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func (s *Shader) Use() {
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gl.UseProgram(s.program)
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}
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func (s *Shader) Delete() {
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gl.DeleteProgram(s.program)
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}
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func compileShader(source string, shaderType uint32) (uint32, error) {
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shader := gl.CreateShader(shaderType)
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csource, free := gl.Strs(source)
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gl.ShaderSource(shader, 1, csource, nil)
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free()
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gl.CompileShader(shader)
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var status int32
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gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
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if status == gl.FALSE {
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var logLength int32
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gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, &logLength)
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log := strings.Repeat("\x00", int(logLength+1))
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gl.GetShaderInfoLog(shader, logLength, nil, gl.Str(log))
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return 0, errors.New(log)
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}
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return shader, nil
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}
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func New(vertexSource string, fragmantSource string) (shader Shader, _ error) {
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shader.uniforms = make(map[string]uint32)
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vertexShader, err := compileShader(vertexSource, gl.VERTEX_SHADER)
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if err != nil {
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return shader, err
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}
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fragmantShader, err := compileShader(fragmantSource, gl.FRAGMENT_SHADER)
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if err != nil {
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return shader, err
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}
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shader.program = gl.CreateProgram()
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gl.AttachShader(shader.program, vertexShader)
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gl.AttachShader(shader.program, fragmantShader)
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gl.LinkProgram(shader.program)
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defer gl.DeleteShader(vertexShader)
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defer gl.DeleteShader(fragmantShader)
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var status int32
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gl.GetProgramiv(shader.program, gl.LINK_STATUS, &status)
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if status == gl.FALSE {
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var logLength int32
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gl.GetProgramiv(shader.program, gl.INFO_LOG_LENGTH, &logLength)
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log := strings.Repeat("\x00", int(logLength+1))
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gl.GetProgramInfoLog(shader.program, logLength, nil, gl.Str(log))
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return shader, errors.New(log)
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}
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return shader, nil
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}
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