glAttachShader(uchwytProg1, shader); glDeleteShader(shader); } else { qDebug() << "Shadera nie skompilowano. V"; } qDebug() << "BB" << vshader_zrodlo.c_str(); } else qDebug() << "Brak pliku"; file.close();

QFile file2("fshaderS.sh"); if(file2.open(QFile::ReadOnly))

QTextStream stream(&file2); std::string vshader_zrodlo = stream.readAll().toStdString();

GLuint shader = glCreateShader(GL_FRAGMENT_SHADER); GLchar* srcs[] = {(GLchar*)vshader_zrodlo.c_str()}; glShaderSource(shader, 1, srcs, NULL); glCompileShader(shader); glGetShaderiv(shader, GL_COMPILE_STATUS, &status); //skompilowany if( status == true )