In this chapter, we will cover the following recipes:
- Using a loading library to access the latest OpenGL functionality
- Using GLM for mathematics
- Determining the GLSL and OpenGL version
- Compiling a shader
- Linking a shader program
- Saving and loading a shader binary
- Loading a SPIR-V shader program
 
                                             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
             
     
         
                 
                 
                 
                 
                 
                 
                 
                 
                 
                 
                 
                 
                