Loading and compiling a shader program

The shader program created in the previous recipe needs to be loaded and compiled into a binary form. This recipe will be helpful in understanding the procedure of loading and compiling a shader program.

Getting ready

Compiling and linking a shader is necessary so that these programs are understandable and executable by the underlying graphics hardware/platform (that is, the vertex and fragment processors).

The following figure provides an overview of the complete process of creating a shader executable. The different number labels help us understand the order of flow in the build process. Each stage within the build process is marked with the respective OpenGL ES APIs responsible for it.

How to do it...

In order ...

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