#include "shadersource.h" #include #include "shader.h" ShaderSource::ShaderSource(); void ShaderSource::addSource(const char *source, SourceType type) { } Shader* ShaderSource::compile(int nbDefines = 0, const char** defines = NULL) { if(sources[VERTEX] == NULL || sources[FRAGMENT] == NULL) return NULL; std::string plop(sources[VERTEX]); plop.find("#if") { } // read lines else if(sources[GEOMETRY] != NULL) return new Shader(sources[VERTEX], sources[GEOMETRY], sources[FRAGMENT]); else return new Shader(sources[VERTEX], sources[FRAGMENT]); }