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Shader.h
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Shader.h
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#pragma once
#include <string>
#include <glad/glad.h>
#include <glm/glm.hpp>
class Shader {
public:
unsigned int ID;
Shader(const char* vertexPath, const char* fragmentPath, const char* geometryPath = nullptr);
void use();
void setBool(const std::string& name, bool value) const;
void setInt(const std::string& name, int value) const;
void setFloat(const std::string& name, float value) const;
void setVec2(const std::string& name, const glm::vec2& value) const;
void setVec2(const std::string& name, float x, float y) const;
void setVec3(const std::string& name, const glm::vec3& value) const;
void setVec3(const std::string& name, float x, float y, float z) const;
void setVec4(const std::string& name, const glm::vec4& value) const;
void setVec4(const std::string& name, float x, float y, float z, float w);
void setMat2(const std::string& name, const glm::mat2& mat) const;
void setMat3(const std::string& name, const glm::mat3& mat) const;
void setMat4(const std::string& name, const glm::mat4& mat) const;
private:
void checkCompileErrors(GLuint shader, std::string type);
};