This is a tutorial for using the modern shader pipeline of OpenGL with SDL 2 in Haskell. I couldn't find any tutorials that cover using these two libraries in Haskell, although I did find an old tutorial that covered the fixed function pipeline (now deprecated) in OpenGL. I wrote this tutorial using guides written for the C API and matched them as best as I could with the high-level Haskell bindings.
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A tutorial for using the modern shader pipeline of OpenGL with SDL 2 in Haskell
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