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#pragma once
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/gl_object_store.hpp>
#include <mbgl/util/noncopyable.hpp>
namespace mbgl {
class Shader : private util::noncopyable {
public:
Shader(const GLchar *name, const GLchar *vertex, const GLchar *fragment, gl::GLObjectStore&);
~Shader();
const GLchar *name;
GLuint getID() const {
return program.getID();
}
virtual void bind(GLbyte *offset) = 0;
protected:
GLint a_pos = -1;
private:
bool compileShader(gl::ShaderHolder&, const GLchar *source[]);
gl::ProgramHolder program;
gl::ShaderHolder vertexShader = { GL_VERTEX_SHADER };
gl::ShaderHolder fragmentShader = { GL_FRAGMENT_SHADER };
};
} // namespace mbgl
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