2 (asdf:oos
'asdf
:load-op
'#:cl-glfw-opengl-version_2_0
)
4 (defparameter *shader-program
* nil
)
5 (defparameter *uniform-time
* nil
)
7 (glfw:do-window
("An OpenGL 2.0 Shader Example")
8 ((gl:with-setup-projection
9 (glu:perspective
45 4/3 0.1 50))
10 (setf *shader-program
*
12 (gl:make-shader gl
:+vertex-shader
+ "
16 colour = gl_Color.rgb;
17 gl_Position = ftransform();
20 (gl:make-shader gl
:+fragment-shader
+ "
23 const float pi2=2.0*3.14159265;
26 gl_FragColor = vec4(pow(sin(colour.r*pi2*4.0+mod(time*8.0,pi2)),2.0),
27 pow(sin(colour.g*pi2*4.0+mod(time*8.0,pi2)),2.0),
28 pow(sin(colour.b*pi2*4.0+mod(time*8.0,pi2)),2.0),
32 (gl:use-program
*shader-program
*)
33 (setf *uniform-time
* (gl:get-uniform-location
*shader-program
* "time")))
34 (gl:clear gl
:+color-buffer-bit
+)
36 (gl:translate-f
0 0 -
5)
37 (gl:rotate-d
(* 10 (glfw:get-time
)) 1 1 0)
38 (gl:rotate-d
(* 90 (glfw:get-time
)) 0 0 1)
39 (gl:uniform-1f
*uniform-time
* (coerce (glfw:get-time
) 'single-float
))
40 (gl:with-begin gl
:+triangles
+
41 (gl:color-3f
1 0 0) (gl:vertex-3f
1 0 0)
42 (gl:color-3f
0 1 0) (gl:vertex-3f -
1 1 0)
43 (gl:color-3f
0 0 1) (gl:vertex-3f -
1 -
1 0)))