f8b6a9c854eea79748cb6b93c5e3c5289d413fe9,src/main/java/main/tut04/ShaderPerspective.java,ShaderPerspective,initializeProgram,#GL3#,161
Before Change
vertex.destroy(gl);
fragment.destroy(gl);
theProgram = shaderProgram.program();
offsetUniform = gl.glGetUniformLocation(theProgram, "offset");
gl.glUseProgram(theProgram);
gl.glUniform1f(
gl.glGetUniformLocation(theProgram, "frustumScale"),
1.0f);
gl.glUniform1f(
gl.glGetUniformLocation(theProgram, "zNear"),
After Change
private void initializeProgram(GL3 gl) {
theProgram = ShaderProgramKt.programOf(gl, getClass(), "tut04", "manual-perspective.vert", "standard-colors.frag");
offsetUniform = gl.glGetUniformLocation(theProgram, "offset");
int frustumScaleUnif = gl.glGetUniformLocation(theProgram, "frustumScale");
int zNearUnif = gl.glGetUniformLocation(theProgram, "zNear");
int zFarUnif = gl.glGetUniformLocation(theProgram, "zFar");