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Python Open Source » Game 2D 3D » PyOpenGL 
PyOpenGL » PyOpenGL 3.0.1 » OpenGL » GL » EXT » separate_shader_objects.py
'''OpenGL extension EXT.separate_shader_objects

This module customises the behaviour of the 
OpenGL.raw.GL.EXT.separate_shader_objects to provide a more 
Python-friendly API

Overview (from thespec import 
  
  Prior to this extension, GLSL requires multiple shader domains
  (vertex, fragment, geometry) to be linked into a single monolithic
  program object to specify a GLSL shader for each domain.
  
  While GLSL's monolithic approach has some advantages for
  optimizing shaders as a unit that span multiple domains, all
  existing GPU hardware supports the more flexible mix-and-match
  approach.
  
  HLSL9, Cg, the prior OpenGL assembly program extensions, and game
  console programmers favor a more flexible "mix-and-match" approach to
  specifying shaders independently for these different shader domains.
  Many developers build their shader content around the mix-and-match
  approach where they can use a single vertex shader with multiple
  fragment shaders (or vice versa).
  
  This keep-it-simple extension adapts the "mix-and-match" shader
  domain model for GLSL so different GLSL program objects can be bound
  to different shader domains.
  
  This extension redefines the operation of glUseProgram(GLenum program)
  to be equivalent to:
  
      glUseShaderProgramEXT(GL_VERTEX_SHADER, program);
      glUseShaderProgramEXT(GL_GEOMETRY_SHADER_EXT, program);
      glUseShaderProgramEXT(GL_FRAGMENT_SHADER, program);
      glActiveProgramEXT(program);
  
  You can also call these commands separately to bind each respective
  domain.  The GL_VERTEX_SHADER, GL_GEOMETRY_SHADER_EXT, and
  GL_FRAGMENT_SHADER tokens refer to the conventional vertex, geometry,
  and fragment domains respectively.  glActiveProgramEXT specifies
  the program that glUniform* commands will update.
  
  Separate linking creates the possibility that certain output varyings
  of a shader may go unread by the subsequent shader inputting varyings.
  In this case, the output varyings are simply ignored.  It is also
  possible input varyings from ashadermaybewrittenasoutput import 
  varyings of a preceding shader.  In this case, the unwritten input
  varying values are undefined.  Implementations are encouraged to
  zero these undefined input varying values.
  
  This extension is a proof-of-concept that separate shader objects
  can work for GLSL and a response to repeated requests for this
  functionality.  There are various loose ends, particularly when
  dealing with user-defined varyings.  The hope is a future extension
  will improve this situation.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/EXT/separate_shader_objects.txt
'''
from OpenGL import platform,constants,constant,arrays
from OpenGL import extensions,wrapper
from OpenGL.GL import glget
import ctypes
from OpenGL.raw.GL.EXT.separate_shader_objects import *
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