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- #pragma once
- #include <glad/glad.h>
- struct Shader
- {
- GLuint id = 0;
- bool loadShaderProgramFromFile(const char* vertexShader, const char* fragmentShader);
- bool loadShaderProgramFromFile(const char* vertexShader,
- const char* geometryShader, const char* fragmentShader);
- bool loadShaderProgramFromFileAndAddCode(const char *vertexShader, const char *fragmentShader, const char *codeToAdd);
- void bind();
- void clear();
- GLint getUniform(const char* name);
- GLint getUniformSubroutine(GLenum shaderType, const char* name);
- GLuint getUniformBlock(const char* name);
- GLuint getUniformSubroutineIndex(GLenum shaderType, const char* name);
- GLuint getStorageBlockIndex(const char* name);
- };
- GLint getUniform(GLuint id, const char* name);
- GLint getUniformSubroutine(GLuint id, GLenum shaderType, const char* name);
- GLuint getUniformBlock(GLuint id, const char* name);
- GLuint getUniformSubroutineIndex(GLuint id, GLenum shaderType, const char* name);
- GLuint getStorageBlockIndex(GLuint id, const char* name);
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