- void LoadReflectionShader()
- {
- GLuint v, f;
- char *vs = NULL, *fs = NULL;
- v = glCreateShader(GL_VERTEX_SHADER);
- f = glCreateShader(GL_FRAGMENT_SHADER);
- vs = textFileRead("game/Shader/Reflection.vert");
- fs = textFileRead("game/Shader/Reflection.frag");
- const char * vv = vs;
- const char * ff = fs;
- glShaderSource(v, 1, &vv,NULL);
- glShaderSource(f, 1, &ff,NULL);
- delete vs;
- delete fs;
- glCompileShader(v);
- glCompileShader(f);
- ReflectionShader = glCreateProgram();
- glAttachShader(ReflectionShader, v);
- glAttachShader(ReflectionShader, f);
- glLinkProgram(ReflectionShader);
- glUseProgram(ReflectionShader);
- Texture1 = glGetUniformLocation(ReflectionShader, "refractTex");
- Texture2 = glGetUniformLocation(ReflectionShader, "reflectTex");
- Texture3 = glGetUniformLocation(ReflectionShader, "bumpMap");
- refractRatio = glGetUniformLocation(ReflectionShader, "refractRatio");
- reflectRation = glGetUniformLocation(ReflectionShader, "reflectRation");
- mappingRatio = glGetUniformLocation(ReflectionShader, "mappingRatio");
- extendedBlending = glGetUniformLocation(ReflectionShader, "extendedBlending");
- };