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 * modification, are permitted provided that the following conditions
 * are met:
 *  * Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 *  * Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *  * Neither the name of NVIDIA CORPORATION nor the names of its
 *    contributors may be used to endorse or promote products derived
 *    from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// Simple class to contain GLSL shaders/programs

#ifndef GLSL_PROGRAM_H
#define GLSL_PROGRAM_H

#include <stdio.h>

class GLSLProgram
{
public:
    // construct program from strings
    GLSLProgram(const char *vsource, const char *fsource);
    GLSLProgram(const char *vsource,
                const char *gsource,
                const char *fsource,
                GLenum      gsInput  = GL_POINTS,
                GLenum      gsOutput = GL_TRIANGLE_STRIP);
    ~GLSLProgram();

    void enable();
    void disable();

    void setUniform1f(const GLchar *name, GLfloat x);
    void setUniform2f(const GLchar *name, GLfloat x, GLfloat y);
    void setUniform3f(const char *name, float x, float y, float z);
    void setUniform4f(const char *name, float x, float y, float z, float w);
    void setUniformfv(const GLchar *name, GLfloat *v, int elementSize, int count = 1);
    void setUniformMatrix4fv(const GLchar *name, GLfloat *m, bool transpose);

    void bindTexture(const char *name, GLuint tex, GLenum target, GLint unit);

    inline GLuint getProgId() { return mProg; }

private:
    GLuint checkCompileStatus(GLuint shader, GLint *status);
    GLuint compileProgram(const char *vsource,
                          const char *gsource,
                          const char *fsource,
                          GLenum      gsInput  = GL_POINTS,
                          GLenum      gsOutput = GL_TRIANGLE_STRIP);
    GLuint mProg;
};

#endif
