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#ifndef slic3r_GLShader_hpp_
#define slic3r_GLShader_hpp_
#include "../../libslic3r/libslic3r.h"
#include "../../libslic3r/Point.hpp"
namespace Slic3r {
class GLShader
{
public:
GLShader() :
fragment_program_id(0),
vertex_program_id(0),
shader_program_id(0)
{}
~GLShader();
bool load_from_text(const char *fragment_shader, const char *vertex_shader);
bool load_from_file(const char* fragment_shader_filename, const char* vertex_shader_filename);
void release();
int get_attrib_location(const char *name) const;
int get_uniform_location(const char *name) const;
bool set_uniform(const char *name, float value) const;
bool set_uniform(const char* name, const float* matrix) const;
void enable() const;
void disable() const;
unsigned int fragment_program_id;
unsigned int vertex_program_id;
unsigned int shader_program_id;
std::string last_error;
};
}
#endif /* slic3r_GLShader_hpp_ */
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