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#ifndef MBGL_RENDERER_SHADER
#define MBGL_RENDERER_SHADER
#include <mbgl/platform/gl.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <cstdint>
#include <array>
#include <string>
namespace mbgl {
class Shader : private util::noncopyable {
public:
Shader(const GLchar *name, const GLchar *vertex, const GLchar *fragment);
~Shader();
const GLchar *name;
GLuint program;
inline GLuint getID() const {
return program;
}
virtual void bind(GLbyte *offset) = 0;
protected:
GLint a_pos = -1;
private:
bool compileShader(GLuint *shader, GLenum type, const GLchar *source[]);
GLuint vertShader = 0;
GLuint fragShader = 0;
};
} // namespace mbgl
#endif
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