engineer-thesis-WUT/Engine/engine/shaders.hpp

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// "Copyright [2023] <Krzysztof Rudnicki>"
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#ifndef ENGINE_ENGINE_SHADERS_HPP_
#define ENGINE_ENGINE_SHADERS_HPP_
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
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#include <utility>
unsigned int linkShaderObjectsShaderProgram(
const unsigned int vertexShaders,
const unsigned int fragmentShader);
std::pair<unsigned int, unsigned int> compileShaders(
const char* vertexShaderSource,
const char* fragmentShaderSource);
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unsigned int compileShader(const GLenum shaderType, const char *shaderSource);
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int shaderCompilationSuccessful(const unsigned int shader);
int shaderProgramLinkingSuccessful(const unsigned int shaderProgram);
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int shaderSuccessful(const unsigned int shader, const bool compilation);
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void shaderFailedMessage(const unsigned int shader, const bool compilation);
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#endif // ENGINE_ENGINE_SHADERS_HPP_