al_attach_shader_source - Allegro 5 API
  
  - 
    #include <allegro5/allegro.h>
bool al_attach_shader_source(ALLEGRO_SHADER *shader, ALLEGRO_SHADER_TYPE type,
 const char *source)
 
Attaches the shader’s source code to the shader object and
    compiles it. Passing NULL deletes the underlying (OpenGL or DirectX) shader.
    See also al_attach_shader_source_file(3) if you prefer to obtain your shader
    source from an external file.
If you do not use ALLEGRO_PROGRAMMABLE_PIPELINE Allegro’s
    graphics functions will not use any shader specific functions themselves. In
    case of a system with no fixed function pipeline (like OpenGL ES 2 or OpenGL
    3 or 4) this means Allegro’s drawing functions cannot be used.
TODO: Is ALLEGRO_PROGRAMMABLE_PIPELINE set automatically in this
    case?
When ALLEGRO_PROGRAMMABLE_PIPELINE is used the following shader
    uniforms are provided by Allegro and can be accessed in your shaders:
  - al_projview_matrix
- matrix for Allegro’s orthographic projection multiplied by the
      al_use_transform(3) matrix. The type is mat4 in
      GLSL, and float4x4 in HLSL.
- al_use_tex
- whether or not to use the bound texture. The type is
      bool in both GLSL and HLSL.
- al_tex
- the texture if one is bound. The type is sampler2D
      in GLSL and texture in HLSL.
- al_use_tex_matrix
- whether or not to use a texture matrix (used by the primitives addon). The
      type is bool in both GLSL and HLSL.
- al_tex_matrix
- the texture matrix (used by the primitives addon). Your shader should
      multiply the texture coordinates by this matrix. The type is
      mat4 in GLSL, and float4x4
      in HLSL.
With GLSL alpha testing is done in the shader and uses these
    additional uniforms:
  - al_alpha_test
- Whether to do any alpha testing. If false, the shader should render the
      pixel, otherwise it should interpret the values of
      al_alpha_func and
      al_alpha_test_val.
- al_alpha_func
- The alpha testing function used. One of the ALLEGRO_RENDER_FUNCTION(3)
      values. The default is ALLEGRO_RENDER_ALWAYS which means all pixels (even
      completely transparent ones) are rendered. The type is
      int. See ALLEGRO_RENDER_STATE(3).
- al_alpha_test_val
- If alpha testing is not ALLEGRO_RENDER_NEVER or ALLEGRO_RENDER_ALWAYS the
      alpha value to compare to for alpha testing. The type is
      float.
For GLSL shaders the vertex attributes are passed using the
    following variables:
  - al_pos
- vertex position attribute. Type is vec4.
- al_texcoord
- vertex texture coordinate attribute. Type is
    vec2.
- al_color
- vertex color attribute. Type is vec4.
- al_user_attr_0
- The vertex attribute declared as ALLEGRO_PRIM_USER_ATTR
- al_user_attr_1,
    ..., al_user_attr_9
- The vertex attribute declared as ALLEGRO_PRIM_USER_ATTR + X where X is an
      integer from 1 to 9
For HLSL shaders the vertex attributes are passed using the
    following semantics:
  - POSITION0
- vertex position attribute. Type is float4.
- TEXCOORD0
- vertex texture coordinate attribute. Type is
      float2.
- TEXCOORD1
- vertex color attribute. Type is float4.
Also, each shader variable has a corresponding macro name that can
    be used when defining the shaders using string literals. Don’t use
    these macros with the other shader functions as that will lead to undefined
    behavior.
  - ALLEGRO_SHADER_VAR_PROJVIEW_MATRIX for
    “al_projview_matrix”
- ALLEGRO_SHADER_VAR_POS for “al_pos”
- ALLEGRO_SHADER_VAR_COLOR for “al_color”
- ALLEGRO_SHADER_VAR_TEXCOORD for “al_texcoord”
- ALLEGRO_SHADER_VAR_USE_TEX for “al_use_tex”
- ALLEGRO_SHADER_VAR_TEX for “al_tex”
- ALLEGRO_SHADER_VAR_USE_TEX_MATRIX for
    “al_use_tex_matrix”
- ALLEGRO_SHADER_VAR_TEX_MATRIX for “al_tex_matrix”
- ALLEGRO_SHADER_VAR_ALPHA_FUNCTION for “al_alpha_func”
- ALLEGRO_SHADER_VAR_ALPHA_TEST_VALUE for
    “al_alpha_test_val”
Examine the output of al_get_default_shader_source(3) for an
    example of how to use the above uniforms and attributes.
Returns true on success and false on error, in which case the
    error log is updated. The error log can be retrieved with
    al_get_shader_log(3).
al_attach_shader_source_file(3), al_build_shader(3),
    al_get_default_shader_source(3), al_get_shader_log(3),
  ALLEGRO_PRIM_ATTR(3)