private static void clearEnabledAttributes(final ShaderObjectsStateRecord record, final GL gl) {
   // go through and disable any enabled attributes
   if (!record.enabledAttributes.isEmpty()) {
     for (int i = 0, maxI = record.enabledAttributes.size(); i < maxI; i++) {
       final ShaderVariable var = record.enabledAttributes.get(i);
       if (var.getSize() == 1) {
         if (gl.isGL2()) {
           gl.getGL2().glDisableVertexAttribArrayARB(var.variableID);
         } else {
           if (gl.isGL2ES2()) {
             gl.getGL2ES2().glDisableVertexAttribArray(var.variableID);
           }
         }
       } else {
         for (int j = 0, maxJ = var.getSize(); j < maxJ; j++) {
           if (gl.isGL2()) {
             gl.getGL2().glDisableVertexAttribArrayARB(var.variableID + j);
           } else {
             if (gl.isGL2ES2()) {
               gl.getGL2ES2().glDisableVertexAttribArray(var.variableID + j);
             }
           }
         }
       }
     }
     record.enabledAttributes.clear();
   }
 }
  private static void checkLinkError(final int programId) {
    final GL gl = GLContext.getCurrentGL();

    final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
    final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
    compiled.clear();
    if (gl.isGL2()) {
      gl.getGL2().glGetObjectParameterivARB(programId, GL2ES2.GL_LINK_STATUS, compiled);
    } else {
      if (gl.isGL2ES2()) {
        gl.getGL2ES2().glGetProgramiv(programId, GL2ES2.GL_LINK_STATUS, compiled);
      }
    }
    if (compiled.get(0) == GL.GL_FALSE) {
      if (gl.isGL2()) {
        gl.getGL2().glGetObjectParameterivARB(programId, GL2ES2.GL_INFO_LOG_LENGTH, compiled);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glGetProgramiv(programId, GL2ES2.GL_INFO_LOG_LENGTH, compiled);
        }
      }
      final int length = compiled.get(0);
      String out = null;
      if (length > 0) {
        final ByteBuffer infoLogBuf = context.getDirectNioBuffersSet().getInfoLogBuffer();
        final ByteBuffer infoLog;
        if (length <= infoLogBuf.capacity()) {
          infoLog = infoLogBuf;
          infoLogBuf.rewind().limit(length);
        } else {
          infoLog = BufferUtils.createByteBuffer(length);
        }
        if (gl.isGL2()) {
          gl.getGL2().glGetInfoLogARB(programId, infoLog.limit(), compiled, infoLog);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glGetProgramInfoLog(programId, infoLog.limit(), compiled, infoLog);
          }
        }

        final byte[] infoBytes = new byte[length];
        infoLog.get(infoBytes);
        out = new String(infoBytes);
      }

      logger.severe(out);

      // throw new Ardor3dException("Error linking GLSL shader: " + out);
    }
  }
  /**
   * Check for program errors. If an error is detected, program exits.
   *
   * @param compilerState the compiler state for a given shader
   * @param id shader's id
   */
  private static void checkProgramError(
      final int compilerState, final int id, final String shaderName) {
    final GL gl = GLContext.getCurrentGL();

    if (compilerState == GL.GL_FALSE) {
      final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
      final IntBuffer iVal = context.getDirectNioBuffersSet().getSingleIntBuffer();
      iVal.clear();
      if (gl.isGL2()) {
        gl.getGL2().glGetObjectParameterivARB(id, GL2.GL_OBJECT_INFO_LOG_LENGTH_ARB, iVal);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glGetProgramiv(id, GL2ES2.GL_INFO_LOG_LENGTH, iVal);
        }
      }
      final int length = iVal.get(0);
      String out = null;

      if (length > 0) {
        final ByteBuffer infoLogBuf = context.getDirectNioBuffersSet().getInfoLogBuffer();
        final ByteBuffer infoLog;
        if (length <= infoLogBuf.capacity()) {
          infoLog = infoLogBuf;
          infoLogBuf.rewind().limit(length);
        } else {
          infoLog = BufferUtils.createByteBuffer(length);
        }
        if (gl.isGL2()) {
          gl.getGL2().glGetInfoLogARB(id, infoLog.limit(), iVal, infoLog);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glGetProgramInfoLog(id, infoLog.limit(), iVal, infoLog);
          }
        }

        final byte[] infoBytes = new byte[length];
        infoLog.get(infoBytes);
        out = new String(infoBytes);
      }

      logger.severe(out);

      final String nameString = shaderName.equals("") ? "" : " [ " + shaderName + " ]";
      throw new Ardor3dException("Error compiling GLSL shader " + nameString + ": " + out);
    }
  }
  /** Removes the tessellation evaluation shader */
  private static void removeTessEvalShader(final GLSLShaderObjectsState state) {
    final GL gl = GLContext.getCurrentGL();

    if (state._tessellationEvaluationShaderID != -1) {
      if (gl.isGL2()) {
        gl.getGL2().glDetachObjectARB(state._programID, state._tessellationEvaluationShaderID);
        gl.getGL2().glDeleteObjectARB(state._tessellationEvaluationShaderID);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glDetachShader(state._programID, state._tessellationEvaluationShaderID);
          gl.getGL2ES2().glDeleteShader(state._tessellationEvaluationShaderID);
        }
      }
    }
  }
  protected static void sendToGL(
      final GLSLShaderObjectsState state, final ContextCapabilities caps) {
    final GL gl = GLContext.getCurrentGL();

    if (state.getVertexShader() == null && state.getFragmentShader() == null) {
      logger.warning("Could not find shader resources!" + "(both inputbuffers are null)");
      state._needSendShader = false;
      return;
    }

    if (state._programID == -1) {
      if (gl.isGL2()) {
        state._programID = gl.getGL2().glCreateProgramObjectARB();
      } else {
        if (gl.isGL2ES2()) {
          state._programID = gl.getGL2ES2().glCreateProgram();
        }
      }
    }

    if (state.getVertexShader() != null) {
      if (state._vertexShaderID != -1) {
        removeVertShader(state);
      }
      if (gl.isGL2()) {
        state._vertexShaderID = gl.getGL2().glCreateShaderObjectARB(GL2ES2.GL_VERTEX_SHADER);
      } else {
        if (gl.isGL2ES2()) {
          state._vertexShaderID = gl.getGL2ES2().glCreateShader(GL2ES2.GL_VERTEX_SHADER);
        }
      }

      // Create the sources
      final byte array[] = new byte[state.getVertexShader().limit()];
      state.getVertexShader().rewind();
      state.getVertexShader().get(array);
      if (gl.isGL2()) {
        gl.getGL2()
            .glShaderSourceARB(
                state._vertexShaderID,
                1,
                new String[] {new String(array)},
                new int[] {array.length},
                0);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2()
              .glShaderSource(
                  state._vertexShaderID,
                  1,
                  new String[] {new String(array)},
                  new int[] {array.length},
                  0);
        }
      }

      // Compile the vertex shader
      final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
      final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
      compiled.clear();
      if (gl.isGL2()) {
        gl.getGL2().glCompileShaderARB(state._vertexShaderID);
        gl.getGL2()
            .glGetObjectParameterivARB(
                state._vertexShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glCompileShader(state._vertexShaderID);
          gl.getGL2ES2().glGetShaderiv(state._vertexShaderID, GL2ES2.GL_COMPILE_STATUS, compiled);
        }
      }
      checkProgramError(compiled.get(0), state._vertexShaderID, state._vertexShaderName);

      // Attach the program
      if (gl.isGL2()) {
        gl.getGL2().glAttachObjectARB(state._programID, state._vertexShaderID);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glAttachShader(state._programID, state._vertexShaderID);
        }
      }
    } else if (state._vertexShaderID != -1) {
      removeVertShader(state);
      state._vertexShaderID = -1;
    }

    if (state.getFragmentShader() != null) {
      if (state._fragmentShaderID != -1) {
        removeFragShader(state);
      }

      if (gl.isGL2()) {
        state._fragmentShaderID = gl.getGL2().glCreateShaderObjectARB(GL2ES2.GL_FRAGMENT_SHADER);
      } else {
        if (gl.isGL2ES2()) {
          state._fragmentShaderID = gl.getGL2ES2().glCreateShader(GL2ES2.GL_FRAGMENT_SHADER);
        }
      }

      // Create the sources
      final byte array[] = new byte[state.getFragmentShader().limit()];
      state.getFragmentShader().rewind();
      state.getFragmentShader().get(array);
      if (gl.isGL2()) {
        gl.getGL2()
            .glShaderSourceARB(
                state._fragmentShaderID,
                1,
                new String[] {new String(array)},
                new int[] {array.length},
                0);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2()
              .glShaderSource(
                  state._fragmentShaderID,
                  1,
                  new String[] {new String(array)},
                  new int[] {array.length},
                  0);
        }
      }

      // Compile the fragment shader
      final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
      final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
      compiled.clear();
      if (gl.isGL2()) {
        gl.getGL2().glCompileShaderARB(state._fragmentShaderID);
        gl.getGL2()
            .glGetObjectParameterivARB(
                state._fragmentShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glCompileShader(state._fragmentShaderID);
          gl.getGL2ES2().glGetShaderiv(state._fragmentShaderID, GL2ES2.GL_COMPILE_STATUS, compiled);
        }
      }
      checkProgramError(compiled.get(0), state._fragmentShaderID, state._vertexShaderName);

      // Attach the program
      if (gl.isGL2()) {
        gl.getGL2().glAttachObjectARB(state._programID, state._fragmentShaderID);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glAttachShader(state._programID, state._fragmentShaderID);
        }
      }
    } else if (state._fragmentShaderID != -1) {
      removeFragShader(state);
      state._fragmentShaderID = -1;
    }

    if (caps.isGeometryShader4Supported()) {
      if (state.getGeometryShader() != null) {
        if (state._geometryShaderID != -1) {
          removeGeomShader(state);
        }

        if (gl.isGL2()) {
          state._geometryShaderID = gl.getGL2().glCreateShaderObjectARB(GL3.GL_GEOMETRY_SHADER);
        } else {
          if (gl.isGL2ES2()) {
            state._geometryShaderID = gl.getGL2ES2().glCreateShader(GL3.GL_GEOMETRY_SHADER);
          }
        }

        // Create the sources
        final byte array[] = new byte[state.getGeometryShader().limit()];
        state.getGeometryShader().rewind();
        state.getGeometryShader().get(array);
        if (gl.isGL2()) {
          gl.getGL2()
              .glShaderSourceARB(
                  state._geometryShaderID,
                  1,
                  new String[] {new String(array)},
                  new int[] {array.length},
                  0);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2()
                .glShaderSource(
                    state._geometryShaderID,
                    1,
                    new String[] {new String(array)},
                    new int[] {array.length},
                    0);
          }
        }

        // Compile the geometry shader
        final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
        final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
        compiled.clear();
        if (gl.isGL2()) {
          gl.getGL2().glCompileShaderARB(state._geometryShaderID);
          gl.getGL2()
              .glGetObjectParameterivARB(
                  state._geometryShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glCompileShader(state._geometryShaderID);
            gl.getGL2ES2()
                .glGetShaderiv(state._geometryShaderID, GL2ES2.GL_COMPILE_STATUS, compiled);
          }
        }
        checkProgramError(compiled.get(0), state._geometryShaderID, state._geometryShaderName);

        // Attach the program
        if (gl.isGL2()) {
          gl.getGL2().glAttachObjectARB(state._programID, state._geometryShaderID);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glAttachShader(state._programID, state._geometryShaderID);
          }
        }
      } else if (state._geometryShaderID != -1) {
        removeGeomShader(state);
        state._geometryShaderID = -1;
      }
    }

    if (caps.isTessellationShadersSupported()) {
      if (state.getTessellationControlShader() != null) {
        if (state._tessellationControlShaderID != -1) {
          removeTessControlShader(state);
        }

        if (gl.isGL2()) {
          state._tessellationControlShaderID =
              gl.getGL2().glCreateShaderObjectARB(GL4.GL_TESS_CONTROL_SHADER);
        } else {
          if (gl.isGL2ES2()) {
            state._tessellationControlShaderID =
                gl.getGL2ES2().glCreateShader(GL4.GL_TESS_CONTROL_SHADER);
          }
        }

        // Create the sources
        final byte array[] = new byte[state.getTessellationControlShader().limit()];
        state.getTessellationControlShader().rewind();
        state.getTessellationControlShader().get(array);
        if (gl.isGL2()) {
          gl.getGL2()
              .glShaderSourceARB(
                  state._tessellationControlShaderID,
                  1,
                  new String[] {new String(array)},
                  new int[] {array.length},
                  0);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2()
                .glShaderSource(
                    state._tessellationControlShaderID,
                    1,
                    new String[] {new String(array)},
                    new int[] {array.length},
                    0);
          }
        }

        // Compile the tessellation control shader
        final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
        final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
        compiled.clear();
        if (gl.isGL2()) {
          gl.getGL2().glCompileShaderARB(state._tessellationControlShaderID);
          gl.getGL2()
              .glGetObjectParameterivARB(
                  state._tessellationControlShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glCompileShader(state._tessellationControlShaderID);
            gl.getGL2ES2()
                .glGetShaderiv(
                    state._tessellationControlShaderID, GL2ES2.GL_COMPILE_STATUS, compiled);
          }
        }
        checkProgramError(
            compiled.get(0),
            state._tessellationControlShaderID,
            state._tessellationControlShaderName);

        // Attach the program
        if (gl.isGL2()) {
          gl.getGL2().glAttachObjectARB(state._programID, state._tessellationControlShaderID);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glAttachShader(state._programID, state._tessellationControlShaderID);
          }
        }
      } else if (state._tessellationControlShaderID != -1) {
        removeTessControlShader(state);
        state._tessellationControlShaderID = -1;
      }
      if (state.getTessellationEvaluationShader() != null) {
        if (state._tessellationEvaluationShaderID != -1) {
          removeTessEvalShader(state);
        }

        if (gl.isGL2()) {
          state._tessellationEvaluationShaderID =
              gl.getGL2().glCreateShaderObjectARB(GL4.GL_TESS_CONTROL_SHADER);
        } else {
          if (gl.isGL2ES2()) {
            state._tessellationEvaluationShaderID =
                gl.getGL2ES2().glCreateShader(GL4.GL_TESS_CONTROL_SHADER);
          }
        }

        // Create the sources
        final byte array[] = new byte[state.getTessellationEvaluationShader().limit()];
        state.getTessellationEvaluationShader().rewind();
        state.getTessellationEvaluationShader().get(array);
        if (gl.isGL2()) {
          gl.getGL2()
              .glShaderSourceARB(
                  state._tessellationEvaluationShaderID,
                  1,
                  new String[] {new String(array)},
                  new int[] {array.length},
                  0);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2()
                .glShaderSource(
                    state._tessellationEvaluationShaderID,
                    1,
                    new String[] {new String(array)},
                    new int[] {array.length},
                    0);
          }
        }

        // Compile the tessellation control shader
        final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
        final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
        compiled.clear();
        if (gl.isGL2()) {
          gl.getGL2().glCompileShaderARB(state._tessellationEvaluationShaderID);
          gl.getGL2()
              .glGetObjectParameterivARB(
                  state._tessellationEvaluationShaderID,
                  GL2.GL_OBJECT_COMPILE_STATUS_ARB,
                  compiled);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glCompileShader(state._tessellationEvaluationShaderID);
            gl.getGL2ES2()
                .glGetShaderiv(
                    state._tessellationEvaluationShaderID, GL2ES2.GL_COMPILE_STATUS, compiled);
          }
        }
        checkProgramError(
            compiled.get(0),
            state._tessellationEvaluationShaderID,
            state._tessellationEvaluationShaderName);

        // Attach the program
        if (gl.isGL2()) {
          gl.getGL2().glAttachObjectARB(state._programID, state._tessellationEvaluationShaderID);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glAttachShader(state._programID, state._tessellationEvaluationShaderID);
          }
        }
      } else if (state._tessellationEvaluationShaderID != -1) {
        removeTessEvalShader(state);
        state._tessellationEvaluationShaderID = -1;
      }
    }

    if (gl.isGL2()) {
      gl.getGL2().glLinkProgramARB(state._programID);
    } else {
      if (gl.isGL2ES2()) {
        gl.getGL2ES2().glLinkProgram(state._programID);
      }
    }
    checkLinkError(state._programID);
    state.setNeedsRefresh(true);
    state._needSendShader = false;
  }