Learn OpenGL - 从顶点着色器向片段着色器发送数据

在顶点着色器中设置了颜色,传递到片段着色器中

#include <iostream>
#include <cmath>

// GLEW
#include <GL/glew.h>

// GLFW
#include <GLFW/glfw3.h>

void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

int main(void)
{
   
   
	
	std::cout<< "start" << std::endl;
	GLFWwindow* window;
	
	if (!glfwInit())
		return -1;
	
	window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL);
	if (!window)
	{
   
   
		glfwTerminate();
		return -1;
	}

	glfwMakeContextCurrent(window);
	
	glewExperimental = GL_TRUE;
	if (glewInit() != GLEW_OK)
		std::cout << "Error!" << std::endl;

	// 顶点着色器字符串
	const char *vertexShaderSource = "#version 330 core\n"
		"layout (location = 0) in vec3 aPos;\n"
		"out vec4 vertexColor;\n"
		"void main()\n"
		"{\n"
		"   gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
		"	vertexColor = vec4(0.5, 0.2, 0.2, 1.0);\n"
		"}\0";
	const char *fragmentShaderSource = "#version 330 core\n"
		"in vec4 vertexColor;\n"
		"out vec4 FragColor;\n"
		"void main()\n"
		"{\n"
		"   FragColor = vertexColor;\n"
		"}\n\0";
	const char *fragmentShaderSource2 = "#version 330 core\n"
		"in vec4 vertexColor;\n"
		"out vec4 FragColor;\n"
		"void main()\n"
		"{\n"
		"   FragColor = vertexColor;\n"
		"}\n\0";

	// vertex shader
	unsigned int vertexShader = glCreateShader(GL_VERTEX_SHADER);
	glShaderSource(vertexShader, 1, &vertexShaderSource
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