This simple example shows how to use the GLSL Shader API.
All shader stages are present in order to show how the Shader API can be used for each of them.
The Tessellation and Geometry shader stages are just passthrough shaders. Their only use is to show some of the Shader API that can be used in these stages.
The example shows a quad whose vertex colors are mixed with a 2D texture.
SoShaderObject, SoShaderProgram, SoShaderParameter, SoVertexShader, SoTessellationControlShader, SoTessellationEvaluationShader, SoGeometryShader, SoFragmentShader