require "Polycode/Shader" class "GLSLShader" (Shader) function GLSLShader:GLSLShader(...) if type(arg[1]) == "table" and count(arg) == 1 then if ""..arg[1]:class() == "Shader" then self.__ptr = arg[1].__ptr return end end for k,v in pairs(arg) do if type(v) == "table" then if v.__ptr ~= nil then arg[k] = v.__ptr end end end if self.__ptr == nil and arg[1] ~= "__skip_ptr__" then self.__ptr = Polycore.GLSLShader(unpack(arg)) Polycore.__ptr_lookup[self.__ptr] = self end end function GLSLShader:createBinding() local retVal = Polycore.GLSLShader_createBinding(self.__ptr) if Polycore.__ptr_lookup[retVal] ~= nil then return Polycore.__ptr_lookup[retVal] else Polycore.__ptr_lookup[retVal] = ShaderBinding("__skip_ptr__") Polycore.__ptr_lookup[retVal].__ptr = retVal return Polycore.__ptr_lookup[retVal] end end function GLSLShader:__delete() Polycore.__ptr_lookup[self.__ptr] = nil Polycore.delete_GLSLShader(self.__ptr) end