just a minor refactor, nothing special
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#ifndef GRAPHICS_CORE_SHADER_H_
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#define GRAPHICS_CORE_SHADER_H_
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#include "../../typedefs.h"
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#include <string>
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#include <unordered_map>
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#include <glm/glm.hpp>
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class GLSLExtension;
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class Shader {
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uint id;
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std::unordered_map<std::string, uint> uniformLocations;
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uint getUniformLocation(const std::string& name);
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public:
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static GLSLExtension* preprocessor;
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Shader(uint id);
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~Shader();
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void use();
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void uniformMatrix(const std::string&, glm::mat4 matrix);
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void uniform1i(const std::string& name, int x);
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void uniform1f(const std::string& name, float x);
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void uniform2f(const std::string& name, float x, float y);
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void uniform2f(const std::string& name, glm::vec2 xy);
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void uniform2i(const std::string& name, glm::ivec2 xy);
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void uniform3f(const std::string& name, float x, float y, float z);
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void uniform3f(const std::string& name, glm::vec3 xyz);
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/// @brief Create shader program using vertex and fragment shaders source.
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/// @param vertexFile vertex shader file name
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/// @param fragmentFile fragment shader file name
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/// @param vertexSource vertex shader source code
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/// @param fragmentSource fragment shader source code
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/// @return linked shader program containing vertex and fragment shaders
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static Shader* create(
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const std::string& vertexFile,
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const std::string& fragmentFile,
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const std::string& vertexSource,
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const std::string& fragmentSource
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);
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};
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#endif // GRAPHICS_SHADER_H_
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