#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 compiledSources[NB_TYPES]; for(int i=0; i