Android Getting started with OpenGL ES 2.0 edit

Compiling and Linking GLSL-ES Shaders from asset file

The Assets folder is the most common place to store your GLSL-ES shader files. To use them in your OpenGL ES application you need to load them to a string in the first place. This functions creates a string from the asset file:

private String loadStringFromAssetFile(Context myContext, String filePath){
    StringBuilder shaderSource = new StringBuilder();
    try {
        BufferedReader reader = new BufferedReader(new InputStreamReader(myContext.getAssets().open(filePath)));
        String line;
        while((line = reader.readLine()) != null){
        return shaderSource.toString();
    } catch (IOException e) {
        Log.e(TAG, "Could not load shader file");
        return null;

Now you need to create a function that compiles a shader stored in a sting:

private int compileShader(int shader_type, String shaderString){
    // This compiles the shader from the string
    int shader = glCreateShader(shader_type);
    glShaderSource(shader, shaderString); 

    // This checks for for compilation errors
    int[] compiled = new int[1];
    glGetShaderiv(shader, GL_COMPILE_STATUS, compiled, 0);
    if (compiled[0] == 0) {
        String log = glGetShaderInfoLog(shader);

        Log.e(TAG, "Shader compilation error: ");
        Log.e(TAG, log);
    return shader;

Now you can load, compile and link your shaders:

// Load shaders from file
String vertexShaderString = loadStringFromAssetFile(context, "your_vertex_shader.glsl");
String fragmentShaderString = loadStringFromAssetFile(context, "your_fragment_shader.glsl");

// Compile shaders
int vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderString);
int fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderString);

// Link shaders and create shader program
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram , vertexShader);
glAttachShader(shaderProgram , fragmentShader);

// Check for linking errors:
int linkStatus[] = new int[1];
glGetProgramiv(shaderProgram, GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GL_TRUE) {
    String log = glGetProgramInfoLog(shaderProgram);

    Log.e(TAG,"Could not link shader program: ");
    Log.e(TAG, log);

If there are no errors, your shader program is ready to use:


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Table Of Contents
64 Menu
112 Loader
119 Xposed
132 Colors
135 Fresco
140 AdMob
147 Button
156 Vk SDK
170 XMPP
176 OpenCV
197 Getting started with OpenGL ES 2.0
200 FileIO
203 Moshi
217 Paint
231 AIDL
241 JCodec
243 Okio
255 Looper
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