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shader.hpp
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#ifndef SHADER_HPP
#define SHADER_HPP
namespace sre {
/// a basic hard-codded vertex shader
static const char* vertexSource =
"#version 330\n"
"layout(location = 0) in vec4 vPosition;\n"
"void main() {"
" gl_Position = vPosition;\n"
"}";
/// a basic hard-coded fragment shader
static const char* fragmentSource =
"#version 33.\n"
"out vec4 fColor;\n"
"void main() {\n"
" fColor = vec4( 1.0, 1.0, 1.0, 1.0 );\n"
"}";
class Shader
{
public:
/** Default constructor */
Shader ();
/** Default destructor */
virtual ~Shader ();
GLuint getId () { return this->shader; }
protected:
GLuint shader; ///< the OpenGL id of the shader.
const char* source; ///< the shader source code c string
const int logLength = 256;
std::string errorLog;
private:
};
class VertexShader : public Shader
{
public:
VertexShader();
};
class FragmentShader : public Shader
{
public:
FragmentShader();
};
//--- Shader Program ---//
class ShaderProgram
{
public:
ShaderProgram();
~ShaderProgram();
void attach (Shader shader);
private:
GLuint program;
};
} //namespace sre
#endif // SHADER_HPP