Chapter 1. Getting Started with GLSL 4.0
In this chapter, we will cover:
Using the GLEW library to access the latest OpenGL functionality
Using the GLM library for mathematics
Determining the GLSL and OpenGL version
Compiling a shader
Linking a shader program
Sending data to a shader using per-vertex attributes and vertex buffer objects
Getting a list of active vertex input attributes and indices
Sending data to a shader using uniform variables
Getting a list of active uniform variables
Using uniform blocks and uniform buffer objects
Building a C++ shader program class