Searched refs:g_ShaderHandle (Results 1 – 1 of 1) sorted by relevance
69 static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; variable155 glUseProgram(g_ShaderHandle); in ImGui_ImplOpenGL3_RenderDrawData()393 g_ShaderHandle = glCreateProgram(); in ImGui_ImplOpenGL3_CreateDeviceObjects()394 glAttachShader(g_ShaderHandle, g_VertHandle); in ImGui_ImplOpenGL3_CreateDeviceObjects()395 glAttachShader(g_ShaderHandle, g_FragHandle); in ImGui_ImplOpenGL3_CreateDeviceObjects()396 glLinkProgram(g_ShaderHandle); in ImGui_ImplOpenGL3_CreateDeviceObjects()397 CheckProgram(g_ShaderHandle, "shader program"); in ImGui_ImplOpenGL3_CreateDeviceObjects()399 g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); in ImGui_ImplOpenGL3_CreateDeviceObjects()400 g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); in ImGui_ImplOpenGL3_CreateDeviceObjects()401 g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position"); in ImGui_ImplOpenGL3_CreateDeviceObjects()[all …]