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					#include <vector> // std::vector | 
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					#include <vector> // std::vector | 
				
			
			
		
	
		
		
			
				
					
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					#include <glad/glad.h> | 
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					#include <glad/glad.h> | 
				
			
			
		
	
		
		
			
				
					
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					#include <glm/gtc/type_ptr.hpp> // glm::value_ptr | 
				
			
			
		
	
		
		
			
				
					
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					#include "inferno/assertions.h" | 
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					#include "inferno/assertions.h" | 
				
			
			
		
	
		
		
			
				
					
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					#include "inferno/core.h" | 
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					#include "inferno/core.h" | 
				
			
			
		
	
	
		
		
			
				
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					@ -10,7 +11,7 @@ | 
				
			
			
		
	
		
		
			
				
					
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					namespace Inferno { | 
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					namespace Inferno { | 
				
			
			
		
	
		
		
			
				
					
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						Shader::Shader(const std::string &vertexSource, const std::string &fragmentSource) : | 
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						Shader::Shader(const std::string& vertexSource, const std::string& fragmentSource) : | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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							m_program(0) | 
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							m_program(0) | 
				
			
			
		
	
		
		
			
				
					
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						{ | 
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						{ | 
				
			
			
		
	
		
		
			
				
					
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							// Get file contents
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							// Get file contents
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					@ -40,21 +41,72 @@ namespace Inferno { | 
				
			
			
		
	
		
		
			
				
					
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					// -----------------------------------------
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					// -----------------------------------------
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						void Shader::bind() const | 
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						void Shader::setInt(const std::string &name, int value) | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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							glUseProgram(m_program); | 
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							// Set unifrom int
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							GLint location = glGetUniformLocation(m_program, name.c_str()); | 
				
			
			
		
	
		
		
			
				
					
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							glUniform1i(location, value); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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						void Shader::unbind() const | 
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						void Shader::setFloat(const std::string &name, float f1) const | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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							glUseProgram(0); | 
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							// Set uniform float
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							GLint location = glGetUniformLocation(m_program, name.c_str()); | 
				
			
			
		
	
		
		
			
				
					
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							glUniform1f(location, f1); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						void Shader::setFloat(const std::string &name, float f1, float f2, float f3, float f4) const | 
				
			
			
		
	
		
		
			
				
					
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						{ | 
				
			
			
		
	
		
		
			
				
					
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							// Set uniform vec4 data
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							GLint location = glGetUniformLocation(m_program, name.c_str()); | 
				
			
			
		
	
		
		
			
				
					
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							glUniform4f(location, f1, f2, f3, f4); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						void Shader::setFloat(const std::string &name, glm::vec2 value) const | 
				
			
			
		
	
		
		
			
				
					
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							// Set uniform vec2 data
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							GLint location = glGetUniformLocation(m_program, name.c_str()); | 
				
			
			
		
	
		
		
			
				
					
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							glUniform2f(location, value.x, value.y); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						void Shader::setFloat(const std::string &name, glm::vec3 value) const | 
				
			
			
		
	
		
		
			
				
					
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							// Set uniform vec3 data
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							GLint location = glGetUniformLocation(m_program, name.c_str()); | 
				
			
			
		
	
		
		
			
				
					
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							glUniform3f(location, value.x, value.y, value.z); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						void Shader::setFloat(const std::string &name, glm::vec4 value) const | 
				
			
			
		
	
		
		
			
				
					
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						{ | 
				
			
			
		
	
		
		
			
				
					
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							// Set uniform vec4 data
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							GLint location = glGetUniformLocation(m_program, name.c_str()); | 
				
			
			
		
	
		
		
			
				
					
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							glUniform4f(location, value.x, value.y, value.z, value.w); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						void Shader::setFloat(const std::string &name, glm::mat3 matrix) const | 
				
			
			
		
	
		
		
			
				
					
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							// Set uniform mat3 data
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							GLint location = glGetUniformLocation(m_program, name.c_str()); | 
				
			
			
		
	
		
		
			
				
					
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							glUniformMatrix3fv(location, 1, GL_FALSE, glm::value_ptr(matrix)); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						void Shader::setFloat(const std::string &name, glm::mat4 matrix) const | 
				
			
			
		
	
		
		
			
				
					
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						{ | 
				
			
			
		
	
		
		
			
				
					
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							// Set uniform mat4 data
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							GLint location = glGetUniformLocation(m_program, name.c_str()); | 
				
			
			
		
	
		
		
			
				
					
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							glUniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(matrix)); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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					// -----------------------------------------
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					// -----------------------------------------
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						uint32_t Shader::getProgram() const | 
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						void Shader::bind() const | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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							return m_program; | 
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							glUseProgram(m_program); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						void Shader::unbind() const | 
				
			
			
		
	
		
		
			
				
					
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							glUseProgram(0); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
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						} | 
				
			
			
		
	
		
		
			
				
					
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					// -----------------------------------------
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					// -----------------------------------------
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