Hi nephele. To setup source code to use GLSL, you really need to know OpenGL (preferrebly core profile 3.3+) or GLES 2.0+. To see any quad on screen, you need to setup geometry, transformations, texture buffers + shaders, etc, so you’re looking at 200-300 lines of code at least. There is no shortcut that I know off.
Medo uses OpenGL for effects via a wrapper called Yarra API which simplifies the raw OpenGL part, but again you need to know OpenGL to use it. It’s an example of the bare minimum 200-300 lines of code an app needs to allow GLSL shader code to integrate with an app. See the Yarra directory in the Medo source for the OpenGL bare minimum you need. I have a fully featured 3D engine with the usual featured bells and whistles (cascade shadow maps, skeletal animation, model loading etc), all built on top of that skeleton but that is another story. These days my other projects are Vulkan based.