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#include "Shader.h"
namespace AsuraEngine
{
namespace Graphics
{
Shader::Shader()
{
}
Shader::~Shader()
{
}
bool Shader::Load(const std::string& vertexShader, const std::string& fragmentShader)
{
}
uint Shader::GetUniformLocation(const std::string& uniform)
{
}
GLuint Shader::GetGLProgramHandle()
{
return mProgramHandle;
}
void Shader::Use()
{
}
void Shader::Unuse()
{
}
void Shader::SetUniformFloat(uint loc, float value)
{
}
void Shader::SetUniformFloat(uint loc, float value)
{
}
void Shader::SetUniformTexture(uint loc, const Texture& texture)
{
}
void Shader::SetUniformVector2(uint loc, const Math::Vector2f& vec2)
{
}
void Shader::SetUniformVector3(uint loc, const Math::Vector3f& vec3)
{
}
void Shader::SetUniformVector4(uint loc, const Math::Vector4f& vec4)
{
}
uint Shader::GetGLTextureUnitCount()
{
GLint maxTextureUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
return (uint)maxTextureUnits;
}
}
}
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