gradients and texture patterns are now transformed according to the current matrix

This commit is contained in:
Thomas Friedel 2018-02-26 12:29:21 +01:00
parent efafa0f6f7
commit d509a6f86d
2 changed files with 235 additions and 217 deletions

View file

@ -259,11 +259,13 @@ var linearGradientFS = `
precision mediump float; precision mediump float;
#endif #endif
varying vec2 v_cp; varying vec2 v_cp;
uniform mat3 invmat;
uniform sampler1D gradient; uniform sampler1D gradient;
uniform vec2 from, dir; uniform vec2 from, dir;
uniform float len; uniform float len;
void main() { void main() {
vec2 v = v_cp - from; vec3 untf = vec3(v_cp, 1.0) * invmat;
vec2 v = untf.xy - from;
float r = dot(v, dir) / len; float r = dot(v, dir) / len;
r = clamp(r, 0.0, 1.0); r = clamp(r, 0.0, 1.0);
gl_FragColor = texture1D(gradient, r); gl_FragColor = texture1D(gradient, r);
@ -282,6 +284,7 @@ var radialGradientFS = `
precision mediump float; precision mediump float;
#endif #endif
varying vec2 v_cp; varying vec2 v_cp;
uniform mat3 invmat;
uniform sampler1D gradient; uniform sampler1D gradient;
uniform vec2 from, to, dir; uniform vec2 from, to, dir;
uniform float radFrom, radTo; uniform float radFrom, radTo;
@ -290,12 +293,13 @@ bool isNaN(float v) {
return v < 0.0 || 0.0 < v || v == 0.0 ? false : true; return v < 0.0 || 0.0 < v || v == 0.0 ? false : true;
} }
void main() { void main() {
vec3 untf = vec3(v_cp, 1.0) * invmat;
float o_a = 0.5 * sqrt( float o_a = 0.5 * sqrt(
pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*v_cp.x-2.0*to.x*v_cp.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*v_cp.y-2.0*to.y*v_cp.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0) pow(-2.0*from.x*from.x+2.0*from.x*to.x+2.0*from.x*untf.x-2.0*to.x*untf.x-2.0*from.y*from.y+2.0*from.y*to.y+2.0*from.y*untf.y-2.0*to.y*untf.y+2.0*radFrom*radFrom-2.0*radFrom*radTo, 2.0)
-4.0*(from.x*from.x-2.0*from.x*v_cp.x+v_cp.x*v_cp.x+from.y*from.y-2.0*from.y*v_cp.y+v_cp.y*v_cp.y-radFrom*radFrom) -4.0*(from.x*from.x-2.0*from.x*untf.x+untf.x*untf.x+from.y*from.y-2.0*from.y*untf.y+untf.y*untf.y-radFrom*radFrom)
*(from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo) *(from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo)
); );
float o_b = (from.x*from.x-from.x*to.x-from.x*v_cp.x+to.x*v_cp.x+from.y*from.y-from.y*to.y-from.y*v_cp.y+to.y*v_cp.y-radFrom*radFrom+radFrom*radTo); float o_b = (from.x*from.x-from.x*to.x-from.x*untf.x+to.x*untf.x+from.y*from.y-from.y*to.y-from.y*untf.y+to.y*untf.y-radFrom*radFrom+radFrom*radTo);
float o_c = (from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo); float o_c = (from.x*from.x-2.0*from.x*to.x+to.x*to.x+from.y*from.y-2.0*from.y*to.y+to.y*to.y-radFrom*radFrom+2.0*radFrom*radTo-radTo*radTo);
float o1 = (-o_a + o_b) / o_c; float o1 = (-o_a + o_b) / o_c;
float o2 = (o_a + o_b) / o_c; float o2 = (o_a + o_b) / o_c;
@ -322,9 +326,11 @@ precision mediump float;
#endif #endif
varying vec2 v_cp; varying vec2 v_cp;
uniform vec2 imageSize; uniform vec2 imageSize;
uniform mat3 invmat;
uniform sampler2D image; uniform sampler2D image;
void main() { void main() {
gl_FragColor = texture2D(image, mod(v_cp / imageSize, 1.0)); vec3 untf = vec3(v_cp, 1.0) * invmat;
gl_FragColor = texture2D(image, mod(untf.xy / imageSize, 1.0));
//gl_FragColor = vec4(v_cp * 0.1, 0.0, 1.0); //gl_FragColor = vec4(v_cp * 0.1, 0.0, 1.0);
}` }`
@ -384,6 +390,8 @@ func (cv *Canvas) useShader(style *drawStyle) (vertexLoc uint32) {
length := dir.Len() length := dir.Len()
dir = dir.DivF(length) dir = dir.DivF(length)
gli.Uniform2f(lgr.canvasSize, cv.fw, cv.fh) gli.Uniform2f(lgr.canvasSize, cv.fw, cv.fh)
inv := cv.state.transform.Invert()
gli.UniformMatrix3fv(lgr.invmat, 1, false, &inv[0])
gli.Uniform2f(lgr.from, from[0], from[1]) gli.Uniform2f(lgr.from, from[0], from[1])
gli.Uniform2f(lgr.dir, dir[0], dir[1]) gli.Uniform2f(lgr.dir, dir[0], dir[1])
gli.Uniform1f(lgr.len, length) gli.Uniform1f(lgr.len, length)
@ -401,6 +409,8 @@ func (cv *Canvas) useShader(style *drawStyle) (vertexLoc uint32) {
length := dir.Len() length := dir.Len()
dir = dir.DivF(length) dir = dir.DivF(length)
gli.Uniform2f(rgr.canvasSize, cv.fw, cv.fh) gli.Uniform2f(rgr.canvasSize, cv.fw, cv.fh)
inv := cv.state.transform.Invert()
gli.UniformMatrix3fv(rgr.invmat, 1, false, &inv[0])
gli.Uniform2f(rgr.from, from[0], from[1]) gli.Uniform2f(rgr.from, from[0], from[1])
gli.Uniform2f(rgr.to, to[0], to[1]) gli.Uniform2f(rgr.to, to[0], to[1])
gli.Uniform2f(rgr.dir, dir[0], dir[1]) gli.Uniform2f(rgr.dir, dir[0], dir[1])
@ -415,6 +425,8 @@ func (cv *Canvas) useShader(style *drawStyle) (vertexLoc uint32) {
gli.ActiveTexture(gl_TEXTURE0) gli.ActiveTexture(gl_TEXTURE0)
gli.BindTexture(gl_TEXTURE_2D, img.tex) gli.BindTexture(gl_TEXTURE_2D, img.tex)
gli.Uniform2f(ipr.canvasSize, cv.fw, cv.fh) gli.Uniform2f(ipr.canvasSize, cv.fw, cv.fh)
inv := cv.state.transform.Invert()
gli.UniformMatrix3fv(ipr.invmat, 1, false, &inv[0])
gli.Uniform2f(ipr.imageSize, float32(img.w), float32(img.h)) gli.Uniform2f(ipr.imageSize, float32(img.w), float32(img.h))
gli.Uniform1i(ipr.image, 0) gli.Uniform1i(ipr.image, 0)
return ipr.vertex return ipr.vertex

View file

@ -6,107 +6,6 @@ import (
"strings" "strings"
) )
type imagePatternShader struct {
id uint32
vertex uint32
canvasSize int32
imageSize int32
image int32
}
func loadImagePatternShader() (*imagePatternShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(imagePatternVS + "\x00")
defer freeFunc()
vs = gli.CreateShader(gl_VERTEX_SHADER)
gli.ShaderSource(vs, 1, csource, nil)
gli.CompileShader(vs)
var logLength int32
gli.GetShaderiv(vs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(vs, logLength, nil, gli.Str(shLog))
fmt.Printf("VERTEX_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(vs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(imagePatternFS + "\x00")
defer freeFunc()
fs = gli.CreateShader(gl_FRAGMENT_SHADER)
gli.ShaderSource(fs, 1, csource, nil)
gli.CompileShader(fs)
var logLength int32
gli.GetShaderiv(fs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(fs, logLength, nil, gli.Str(shLog))
fmt.Printf("FRAGMENT_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(fs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(fs)
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
program = gli.CreateProgram()
gli.AttachShader(program, vs)
gli.AttachShader(program, fs)
gli.LinkProgram(program)
var logLength int32
gli.GetProgramiv(program, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetProgramInfoLog(program, logLength, nil, gli.Str(shLog))
fmt.Printf("Shader link log:\n\n%s\n", shLog)
}
var status int32
gli.GetProgramiv(program, gl_LINK_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
}
}
result := &imagePatternShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.imageSize = gli.GetUniformLocation(program, gli.Str("imageSize\x00"))
result.image = gli.GetUniformLocation(program, gli.Str("image\x00"))
return result, nil
}
type textureShader struct { type textureShader struct {
id uint32 id uint32
vertex uint32 vertex uint32
@ -208,117 +107,6 @@ func loadTextureShader() (*textureShader, error) {
return result, nil return result, nil
} }
type radialGradientShader struct {
id uint32
vertex uint32
canvasSize int32
gradient int32
from int32
to int32
dir int32
radFrom int32
radTo int32
len int32
}
func loadRadialGradientShader() (*radialGradientShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(radialGradientVS + "\x00")
defer freeFunc()
vs = gli.CreateShader(gl_VERTEX_SHADER)
gli.ShaderSource(vs, 1, csource, nil)
gli.CompileShader(vs)
var logLength int32
gli.GetShaderiv(vs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(vs, logLength, nil, gli.Str(shLog))
fmt.Printf("VERTEX_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(vs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(radialGradientFS + "\x00")
defer freeFunc()
fs = gli.CreateShader(gl_FRAGMENT_SHADER)
gli.ShaderSource(fs, 1, csource, nil)
gli.CompileShader(fs)
var logLength int32
gli.GetShaderiv(fs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(fs, logLength, nil, gli.Str(shLog))
fmt.Printf("FRAGMENT_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(fs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(fs)
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
program = gli.CreateProgram()
gli.AttachShader(program, vs)
gli.AttachShader(program, fs)
gli.LinkProgram(program)
var logLength int32
gli.GetProgramiv(program, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetProgramInfoLog(program, logLength, nil, gli.Str(shLog))
fmt.Printf("Shader link log:\n\n%s\n", shLog)
}
var status int32
gli.GetProgramiv(program, gl_LINK_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
}
}
result := &radialGradientShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00"))
result.from = gli.GetUniformLocation(program, gli.Str("from\x00"))
result.to = gli.GetUniformLocation(program, gli.Str("to\x00"))
result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00"))
result.radFrom = gli.GetUniformLocation(program, gli.Str("radFrom\x00"))
result.radTo = gli.GetUniformLocation(program, gli.Str("radTo\x00"))
result.len = gli.GetUniformLocation(program, gli.Str("len\x00"))
return result, nil
}
type solidShader struct { type solidShader struct {
id uint32 id uint32
vertex uint32 vertex uint32
@ -418,10 +206,114 @@ func loadSolidShader() (*solidShader, error) {
return result, nil return result, nil
} }
type imagePatternShader struct {
id uint32
vertex uint32
canvasSize int32
imageSize int32
invmat int32
image int32
}
func loadImagePatternShader() (*imagePatternShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(imagePatternVS + "\x00")
defer freeFunc()
vs = gli.CreateShader(gl_VERTEX_SHADER)
gli.ShaderSource(vs, 1, csource, nil)
gli.CompileShader(vs)
var logLength int32
gli.GetShaderiv(vs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(vs, logLength, nil, gli.Str(shLog))
fmt.Printf("VERTEX_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(vs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(imagePatternFS + "\x00")
defer freeFunc()
fs = gli.CreateShader(gl_FRAGMENT_SHADER)
gli.ShaderSource(fs, 1, csource, nil)
gli.CompileShader(fs)
var logLength int32
gli.GetShaderiv(fs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(fs, logLength, nil, gli.Str(shLog))
fmt.Printf("FRAGMENT_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(fs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(fs)
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
program = gli.CreateProgram()
gli.AttachShader(program, vs)
gli.AttachShader(program, fs)
gli.LinkProgram(program)
var logLength int32
gli.GetProgramiv(program, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetProgramInfoLog(program, logLength, nil, gli.Str(shLog))
fmt.Printf("Shader link log:\n\n%s\n", shLog)
}
var status int32
gli.GetProgramiv(program, gl_LINK_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
}
}
result := &imagePatternShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.imageSize = gli.GetUniformLocation(program, gli.Str("imageSize\x00"))
result.invmat = gli.GetUniformLocation(program, gli.Str("invmat\x00"))
result.image = gli.GetUniformLocation(program, gli.Str("image\x00"))
return result, nil
}
type linearGradientShader struct { type linearGradientShader struct {
id uint32 id uint32
vertex uint32 vertex uint32
canvasSize int32 canvasSize int32
invmat int32
gradient int32 gradient int32
from int32 from int32
dir int32 dir int32
@ -515,6 +407,7 @@ func loadLinearGradientShader() (*linearGradientShader, error) {
result.id = program result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00"))) result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00")) result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.invmat = gli.GetUniformLocation(program, gli.Str("invmat\x00"))
result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00")) result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00"))
result.from = gli.GetUniformLocation(program, gli.Str("from\x00")) result.from = gli.GetUniformLocation(program, gli.Str("from\x00"))
result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00")) result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00"))
@ -522,3 +415,116 @@ func loadLinearGradientShader() (*linearGradientShader, error) {
return result, nil return result, nil
} }
type radialGradientShader struct {
id uint32
vertex uint32
canvasSize int32
invmat int32
gradient int32
from int32
to int32
dir int32
radFrom int32
radTo int32
len int32
}
func loadRadialGradientShader() (*radialGradientShader, error) {
var vs, fs, program uint32
{
csource, freeFunc := gli.Strs(radialGradientVS + "\x00")
defer freeFunc()
vs = gli.CreateShader(gl_VERTEX_SHADER)
gli.ShaderSource(vs, 1, csource, nil)
gli.CompileShader(vs)
var logLength int32
gli.GetShaderiv(vs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(vs, logLength, nil, gli.Str(shLog))
fmt.Printf("VERTEX_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(vs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
return nil, errors.New("Error compiling GL_VERTEX_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
csource, freeFunc := gli.Strs(radialGradientFS + "\x00")
defer freeFunc()
fs = gli.CreateShader(gl_FRAGMENT_SHADER)
gli.ShaderSource(fs, 1, csource, nil)
gli.CompileShader(fs)
var logLength int32
gli.GetShaderiv(fs, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetShaderInfoLog(fs, logLength, nil, gli.Str(shLog))
fmt.Printf("FRAGMENT_SHADER compilation log:\n\n%s\n", shLog)
}
var status int32
gli.GetShaderiv(fs, gl_COMPILE_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(fs)
return nil, errors.New("Error compiling GL_FRAGMENT_SHADER shader part")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error compiling shader part, glError: " + fmt.Sprint(glErr))
}
}
{
program = gli.CreateProgram()
gli.AttachShader(program, vs)
gli.AttachShader(program, fs)
gli.LinkProgram(program)
var logLength int32
gli.GetProgramiv(program, gl_INFO_LOG_LENGTH, &logLength)
if logLength > 0 {
shLog := strings.Repeat("\x00", int(logLength+1))
gli.GetProgramInfoLog(program, logLength, nil, gli.Str(shLog))
fmt.Printf("Shader link log:\n\n%s\n", shLog)
}
var status int32
gli.GetProgramiv(program, gl_LINK_STATUS, &status)
if status != gl_TRUE {
gli.DeleteShader(vs)
gli.DeleteShader(fs)
return nil, errors.New("error linking shader")
}
if glErr := gli.GetError(); glErr != gl_NO_ERROR {
return nil, errors.New("error linking shader, glError: " + fmt.Sprint(glErr))
}
}
result := &radialGradientShader{}
result.id = program
result.vertex = uint32(gli.GetAttribLocation(program, gli.Str("vertex\x00")))
result.canvasSize = gli.GetUniformLocation(program, gli.Str("canvasSize\x00"))
result.invmat = gli.GetUniformLocation(program, gli.Str("invmat\x00"))
result.gradient = gli.GetUniformLocation(program, gli.Str("gradient\x00"))
result.from = gli.GetUniformLocation(program, gli.Str("from\x00"))
result.to = gli.GetUniformLocation(program, gli.Str("to\x00"))
result.dir = gli.GetUniformLocation(program, gli.Str("dir\x00"))
result.radFrom = gli.GetUniformLocation(program, gli.Str("radFrom\x00"))
result.radTo = gli.GetUniformLocation(program, gli.Str("radTo\x00"))
result.len = gli.GetUniformLocation(program, gli.Str("len\x00"))
return result, nil
}