7#include <unordered_map>
23 Shader(
const std::string& filepath);
33 void SetUniform4f(
const std::string& name,
float v0,
float v1,
float f2,
float f3);
36 void SetUniform2f(
const std::string& name,
float v0,
float v1);
40 unsigned int CompileShader(
unsigned int type,
const std::string& source);
41 unsigned int CreateShader(
const std::string& verxterShader,
const std::string& fragmentShader);
unsigned int CompileShader(unsigned int type, const std::string &source)
unsigned int m_RendererID
void SetUniform2f(const std::string &name, float v0, float v1)
void SetUniformMat4f(const std::string &name, glm::mat4 &matrix)
int GetUniformLocation(const std::string &name)
std::unordered_map< std::string, int > m_UniformLocationCache
Shader(const std::string &filepath)
void SetUniform1i(const std::string &name, int value)
void SetUniform1f(const std::string &name, float value)
unsigned int CreateShader(const std::string &verxterShader, const std::string &fragmentShader)
ShaderProgramSource ParseShader(const std::string &filepath)
void SetUniform4f(const std::string &name, float v0, float v1, float f2, float f3)
std::string FragmentSource