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#pragma once
#include <mbgl/gl/types.hpp>
#include <mbgl/gl/object.hpp>
#include <mbgl/util/noncopyable.hpp>
namespace mbgl {
namespace gl {
class Context;
class Shader : private util::noncopyable {
public:
~Shader();
const char* name;
ProgramID getID() const {
return program.get();
}
AttributeLocation getAttributeLocation(const char* uniform) const;
UniformLocation getUniformLocation(const char* uniform) const;
enum Defines : bool {
None = false,
Overdraw = true,
};
protected:
Shader(const char* name_,
const char* vertex,
const char* fragment,
Context&,
Defines defines = Defines::None);
private:
bool compileShader(UniqueShader&, const char *source);
UniqueProgram program;
UniqueShader vertexShader;
UniqueShader fragmentShader;
};
} // namespace gl
} // namespace mbgl
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