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path: root/source/libs/asura-lib-core/graphics/binding/_shader.cpp
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#include "../shader.h"

using namespace Luax;

namespace AsuraEngine
{
	namespace Graphics
	{

		void Shader::RegisterLuaxClass(LuaxState& state)
		{

			LuaxEnum EBuiltIn[] = {
				{0, 0}
			};

			state.RegisterEnum("EBuiltIn", EBuiltIn);

		}

		void Shader::RegisterLuaxPostprocess(LuaxState& state)
		{

		}

		///
		/// shaderΪ
		///
		int Shader::l_Use(lua_State* L)
		{
			LUAX_STATE(L);

		}

		///
		/// shaderΪǻ
		///
		int Shader::l_Unuse(lua_State* L)
		{
			LUAX_STATE(L);

		}

		///
		/// ɫйshaderɹtrueʧܷfalse
		///
		int Shader::l_Load(lua_State* L)
		{
			LUAX_STATE(L);

		}

		///
		/// жshaderǷuniformзtrue,򷵻false
		/// 
		int Shader::l_HasUniform(lua_State* L)
		{
			LUAX_STATE(L);

		}

		///
		/// uniformslocationûuniformnil򷵻ضӦloc
		///
		int Shader::l_GetUniformLocation(lua_State* L)
		{
			LUAX_STATE(L);

		}

		int Shader::l_SetBuiltInUniforms(lua_State* L)
		{
			LUAX_STATE(L);
			
		}

		int Shader::l_SetUniformFloat(lua_State* L)
		{
			LUAX_STATE(L);

		}

		int Shader::l_SetUniformTexture(lua_State* L)
		{
			LUAX_STATE(L);

		}

		int Shader::l_SetUniformVector2(lua_State* L)
		{
			LUAX_STATE(L);

		}

		int Shader::l_SetUniformVector3(lua_State* L)
		{
			LUAX_STATE(L);

		}

		int Shader::l_SetUniformVector4(lua_State* L)
		{
			LUAX_STATE(L);

		}

		int Shader::l_SetUniformColor(lua_State* L)
		{
			LUAX_STATE(L);

		}

	}
}