module GlShader: sig
.. end
GLSL Shaders
type
shader_object
type
shader_program
val create : shader_type:[ `fragment_shader | `vertex_shader ] -> shader_object
val delete : shader:shader_object -> unit
val source : shader:shader_object -> string -> unit
val compile : shader:shader_object -> unit
val create_program : unit -> shader_program
val delete_program : program:shader_program -> unit
val attach : program:shader_program -> shader:shader_object -> unit
val detach : program:shader_program -> shader:shader_object -> unit
val link_program : program:shader_program -> unit
val use_program : program:shader_program -> unit
val unuse_program : unit -> unit
val shader_compile_status : shader:shader_object -> bool
val shader_compile_status_exn : shader:shader_object -> unit
val get_uniform_location : program:shader_program -> name:string -> int
val get_program_attached_shaders : program:shader_program -> int
val get_program_active_uniforms : program:shader_program -> int
val get_program_active_attributes : program:shader_program -> int
val get_program_validate_status : program:shader_program -> bool
val get_program_link_status : program:shader_program -> bool
val get_program_delete_status : program:shader_program -> bool
val uniform1f : location:int -> v0:float -> unit
val uniform2f : location:int -> v0:float -> v1:float -> unit
val uniform3f : location:int -> v0:float -> v1:float -> v2:float -> unit
val uniform4f : location:int -> v0:float -> v1:float -> v2:float -> v3:float -> unit
val uniform1i : location:int -> v0:int -> unit
val uniform2i : location:int -> v0:int -> v1:int -> unit
val uniform3i : location:int -> v0:int -> v1:int -> v2:int -> unit
val uniform4i : location:int -> v0:int -> v1:int -> v2:int -> v3:int -> unit
val uniform1fv : location:int -> value:float array -> unit
val uniform2fv : location:int -> count:int -> value:float array -> unit
val uniform3fv : location:int -> count:int -> value:float array -> unit
val uniform4fv : location:int -> count:int -> value:float array -> unit
val uniform1iv : location:int -> value:int array -> unit
val uniform2iv : location:int -> count:int -> value:int array -> unit
val uniform3iv : location:int -> count:int -> value:int array -> unit
val uniform4iv : location:int -> count:int -> value:int array -> unit
val uniform_matrix2fv : location:int -> count:int -> transpose:bool -> value:float array -> unit
val uniform_matrix3fv : location:int -> count:int -> transpose:bool -> value:float array -> unit
val uniform_matrix4fv : location:int -> count:int -> transpose:bool -> value:float array -> unit
val uniform_matrix2x3fv : location:int -> count:int -> transpose:bool -> value:float array -> unit
val uniform_matrix3x2fv : location:int -> count:int -> transpose:bool -> value:float array -> unit
val uniform_matrix2x4fv : location:int -> count:int -> transpose:bool -> value:float array -> unit
val uniform_matrix4x2fv : location:int -> count:int -> transpose:bool -> value:float array -> unit
val uniform_matrix3x4fv : location:int -> count:int -> transpose:bool -> value:float array -> unit
val uniform_matrix4x3fv : location:int -> count:int -> transpose:bool -> value:float array -> unit
val get_attrib_location : program:shader_program -> name:string -> int
val bind_attrib_location : program:shader_program -> index:int -> name:string -> unit
val vertex_attrib1s : index:int -> v:int -> unit
val vertex_attrib1d : index:int -> v:float -> unit
val vertex_attrib2s : index:int -> v0:int -> v1:int -> unit
val vertex_attrib2d : index:int -> v0:float -> v1:float -> unit
val vertex_attrib3s : index:int -> v0:int -> v1:int -> v2:int -> unit
val vertex_attrib3d : index:int -> v0:float -> v1:float -> v2:float -> unit
val vertex_attrib4s : index:int -> v0:int -> v1:int -> v2:int -> v3:int -> unit
val vertex_attrib4d : index:int -> v0:float -> v1:float -> v2:float -> v3:float -> unit
val get_shader_infolog : shader:shader_object -> string
val get_program_infolog : program:shader_program -> string