- Shader shader = CreateShader( 16 );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[0]"), Vector3( -radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[1]"), Vector3( 0.0f, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[2]"), Vector3( radius, -radius, 0.0f ) );
-
- shader.SetProperty( shader.GetPropertyIndex("uPosition[3]"), Vector3( radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[4]"), Vector3( radius, 0.0f, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[5]"), Vector3( radius, radius, 0.0f ) );
-
- shader.SetProperty( shader.GetPropertyIndex("uPosition[6]"), Vector3( radius, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[7]"), Vector3( 0.0f, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[8]"), Vector3( -radius, radius, 0.0f ) );
-
- shader.SetProperty( shader.GetPropertyIndex("uPosition[9]"), Vector3( -radius, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[10]"), Vector3( -radius, 0.0f, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[11]"), Vector3( -radius, -radius, 0.0f ) );
-
- shader.SetProperty( shader.GetPropertyIndex("uPosition[12]"), Vector3( -radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[13]"), Vector3( radius, -radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[14]"), Vector3( radius, radius, 0.0f ) );
- shader.SetProperty( shader.GetPropertyIndex("uPosition[15]"), Vector3( -radius, radius, 0.0f ) );
-
- //shader.SetProperty( shader.GetPropertyIndex("uLineWidth"), 2.0f );
-
- static const Vector3 vertexData[] = { Vector3( 0.0f, 0.0f, 0.0f ),
- Vector3( 0.5f, 0.0f, 1.0f ),
- Vector3( 1.0f, 1.0f, 2.0f ),
- Vector3( 0.0f, 0.0f, 3.0f ),
- Vector3( 0.5f, 0.0f, 4.0f ),
- Vector3( 1.0f, 1.0f, 5.0f ),
- Vector3( 0.0f, 0.0f, 6.0f ),
- Vector3( 0.5f, 0.0f, 7.0f ),
- Vector3( 1.0f, 1.0f, 8.0f ),
- Vector3( 0.0f, 0.0f, 9.0f ),
- Vector3( 0.5f, 0.0f, 10.0f ),
- Vector3( 1.0f, 1.0f, 11.0f ),
- Vector3( 0.0f, 1.0f, 12.0f ),
- Vector3( 0.0f, 1.0f, 13.0f ),
- Vector3( 0.0f, 1.0f, 14.0f ),
- Vector3( 0.0f, 1.0f, 15.0f )};
-
- short unsigned int indexData[] = { 0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 13, 14, 12, 14, 15 };
+ Shader shader = CreateShader(16);
+ shader["uPosition[0]"] = Vector3(-radius, -radius, 0.0f);
+ shader["uPosition[1]"] = Vector3(0.0f, -radius, 0.0f);
+ shader["uPosition[2]"] = Vector3(radius, -radius, 0.0f);
+
+ shader["uPosition[3]"] = Vector3(radius, -radius, 0.0f);
+ shader["uPosition[4]"] = Vector3(radius, 0.0f, 0.0f);
+ shader["uPosition[5]"] = Vector3(radius, radius, 0.0f);
+
+ shader["uPosition[6]"] = Vector3(radius, radius, 0.0f);
+ shader["uPosition[7]"] = Vector3(0.0f, radius, 0.0f);
+ shader["uPosition[8]"] = Vector3(-radius, radius, 0.0f);
+
+ shader["uPosition[9]"] = Vector3(-radius, radius, 0.0f);
+ shader["uPosition[10]"] = Vector3(-radius, 0.0f, 0.0f);
+ shader["uPosition[11]"] = Vector3(-radius, -radius, 0.0f);
+
+ shader["uPosition[12]"] = Vector3(-radius, -radius, 0.0f);
+ shader["uPosition[13]"] = Vector3(radius, -radius, 0.0f);
+ shader["uPosition[14]"] = Vector3(radius, radius, 0.0f);
+ shader["uPosition[15]"] = Vector3(-radius, radius, 0.0f);
+
+ //shader["uLineWidth"), 2.0] ;
+
+ static const Vector3 vertexData[] = {Vector3(0.0f, 0.0f, 0.0f),
+ Vector3(0.5f, 0.0f, 1.0f),
+ Vector3(1.0f, 1.0f, 2.0f),
+ Vector3(0.0f, 0.0f, 3.0f),
+ Vector3(0.5f, 0.0f, 4.0f),
+ Vector3(1.0f, 1.0f, 5.0f),
+ Vector3(0.0f, 0.0f, 6.0f),
+ Vector3(0.5f, 0.0f, 7.0f),
+ Vector3(1.0f, 1.0f, 8.0f),
+ Vector3(0.0f, 0.0f, 9.0f),
+ Vector3(0.5f, 0.0f, 10.0f),
+ Vector3(1.0f, 1.0f, 11.0f),
+ Vector3(0.0f, 1.0f, 12.0f),
+ Vector3(0.0f, 1.0f, 13.0f),
+ Vector3(0.0f, 1.0f, 14.0f),
+ Vector3(0.0f, 1.0f, 15.0f)};
+
+ short unsigned int indexData[] = {0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 13, 14, 12, 14, 15};