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authordec05eba <dec05eba@protonmail.com>2019-11-04 00:50:45 +0100
committerdec05eba <dec05eba@protonmail.com>2021-11-18 15:21:48 +0100
commit23a37b2cdd8ffde8bb85a4159888bf3a7ec35966 (patch)
tree83db7b81936621b6a2435e9b5db0de18496cd12f /include/RenderBackend/OpenGL/CompiledShader.hpp
parentfbd2e5d9a802db4fb5e056705ec599ac423e09be (diff)
Use external shaders instead of generating shader code from c++ code...
Diffstat (limited to 'include/RenderBackend/OpenGL/CompiledShader.hpp')
-rw-r--r--include/RenderBackend/OpenGL/CompiledShader.hpp37
1 files changed, 0 insertions, 37 deletions
diff --git a/include/RenderBackend/OpenGL/CompiledShader.hpp b/include/RenderBackend/OpenGL/CompiledShader.hpp
deleted file mode 100644
index 8d2ee84..0000000
--- a/include/RenderBackend/OpenGL/CompiledShader.hpp
+++ /dev/null
@@ -1,37 +0,0 @@
-#pragma once
-
-#include "../../types.hpp"
-#include <unordered_map>
-#include <string>
-
-namespace amalgine
-{
- class CompiledVertexShader
- {
- friend class VertexShader;
- public:
- ~CompiledVertexShader();
- u32 getShaderId() const;
- private:
- CompiledVertexShader(u32 _shaderId);
- private:
- u32 shaderId;
- };
-
- class CompiledPixelShader
- {
- friend class PixelShader;
- public:
- ~CompiledPixelShader();
- u32 getShaderId() const;
- const auto& getPixelAttributes() const
- {
- return pixelAttributes;
- }
- private:
- CompiledPixelShader(u32 _shaderId, std::unordered_map<std::string, i32> &&_pixelAttributes);
- private:
- u32 shaderId;
- std::unordered_map<std::string, i32> pixelAttributes;
- };
-}