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using System;
using OpenTK;
using OpenTK.Graphics.OpenGL;
namespace Unicity.Renderer
{
class Shader
{
int program = 0;
public Shader(string vertexCode, string fragmentCode)
{
int vertexShader = GL.CreateShader(ShaderType.VertexShader);
int fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(vertexShader, vertexCode);
GL.ShaderSource(fragmentShader, fragmentCode);
GL.CompileShader(vertexShader);
GL.CompileShader(fragmentShader);
if (!ShaderCompiled(vertexShader))
{
GL.DeleteShader(vertexShader);
GL.DeleteBuffer(fragmentShader);
throw new Exception("Failed to compile vertex shader: " + GL.GetShaderInfoLog(vertexShader));
}
if (!ShaderCompiled(fragmentShader))
{
GL.DeleteShader(vertexShader);
GL.DeleteBuffer(fragmentShader);
throw new Exception("Failed to compile frgament shader: " + GL.GetShaderInfoLog(fragmentShader));
}
program = GL.CreateProgram();
GL.AttachShader(program, vertexShader);
GL.AttachShader(program, fragmentShader);
GL.LinkProgram(program);
GL.DetachShader(program, vertexShader);
GL.DetachShader(program, fragmentShader);
GL.DeleteShader(vertexShader);
GL.DeleteShader(fragmentShader);
if (!ProgramCompiled(program))
{
GL.DeleteProgram(program);
throw new Exception("Failed to link shader program: " + GL.GetProgramInfoLog(program));
}
}
public void Use()
{
GL.UseProgram(program);
}
public void SetUniform(string name, Vector4 value)
{
int location = GL.GetUniformLocation(program, name);
GL.Uniform4(location, value);
}
private bool ShaderCompiled(int shader)
{
int[] output = new int[1];
GL.GetShader(shader, ShaderParameter.CompileStatus, output);
return output[0] != 0;
}
private bool ProgramCompiled(int program)
{
int[] output = new int[1];
GL.GetProgram(program, GetProgramParameterName.LinkStatus, output);
return output[0] != 0;
}
}
}
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