assert gl.shader_compiler else print "Cannot compile shaders"
# GL program
program = new GLProgram
if not glIsProgram(program) then
print "Program is not ok: {glGetError.to_s}\nLog:"
assert gl.shader_compiler else print "Cannot compile shaders"
# GL program
program = new GLProgram
if not glIsProgram(program) then
print "Program is not ok: {glGetError.to_s}\nLog:"
# Attach to program
glAttachShader(program, vertex_shader)
glAttachShader(program, fragment_shader)
program.bind_attrib_location(0, "vPosition")
glLinkProgram program
# Attach to program
glAttachShader(program, vertex_shader)
glAttachShader(program, fragment_shader)
program.bind_attrib_location(0, "vPosition")
glLinkProgram program
# Draw!
var vertices = [0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0]
# Draw!
var vertices = [0.0, 0.5, 0.0, -0.5, -0.5, 0.0, 0.5, -0.5, 0.0]
if display != null then
glClearColor(t, t, t, 1.0)
if display != null then
glClearColor(t, t, t, 1.0)
glViewport(0, 0, display.width, display.height)
glClear gl_COLOR_BUFFER_BIT
glUseProgram program
glViewport(0, 0, display.width, display.height)
glClear gl_COLOR_BUFFER_BIT
glUseProgram program