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use GLSL shaders
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51
src/framework/graphics/shader.h
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51
src/framework/graphics/shader.h
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/*
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* Copyright (c) 2010-2011 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#ifndef SHADER_H
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#define SHADER_H
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#include "declarations.h"
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class Shader
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{
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public:
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enum ShaderType {
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Vertex,
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Fragment
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};
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Shader(ShaderType shaderType);
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~Shader();
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bool compileSourceCode(const std::string& sourceCode);
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bool compileSourceFile(const std::string& sourceFile);
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std::string log();
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GLuint getShaderId() { return m_shaderId; }
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ShaderType getShaderType() { return m_shaderType; }
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private:
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GLuint m_shaderId;
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ShaderType m_shaderType;
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};
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#endif
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