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");