+#include <msp/gl/extensions/arb_fragment_shader.h>
+#include <msp/gl/extensions/arb_geometry_shader4.h>
+#include <msp/gl/extensions/arb_shader_objects.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/io/print.h>
+#include "error.h"
+#include "misc.h"
+#include "shader.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+Shader::Shader(GLenum t)
+{
+ init(t);
+}
+
+Shader::Shader(GLenum t, const string &src)
+{
+ init(t);
+
+ source(src);
+ compile();
+}
+
+void Shader::init(GLenum t)
+{
+ static Require _req_base(ARB_shader_objects);
+ compiled = false;
+
+ if(t==GL_FRAGMENT_SHADER)
+ static Require _req(ARB_fragment_shader);
+ else if(t==GL_VERTEX_SHADER)
+ static Require _req(ARB_vertex_shader);
+ else if(t==GL_GEOMETRY_SHADER)
+ static Require _req(ARB_geometry_shader4);
+
+ id = glCreateShader(t);
+}
+
+Shader::~Shader()
+{
+ glDeleteShader(id);
+}
+
+void Shader::source(unsigned count, const char **str, const int *len)
+{
+ glShaderSource(id, count, str, len);
+}
+
+void Shader::source(const string &str)
+{
+ source(str.data(), str.size());
+}
+
+void Shader::source(const char *str, int len)
+{
+ source(1, &str, &len);
+}
+
+void Shader::compile()
+{
+ glCompileShader(id);
+ compiled = get_shader_i(id, GL_COMPILE_STATUS);
+ if(!compiled)
+ throw compile_error(get_info_log());
+
+#ifdef DEBUG
+ string info_log = get_info_log();
+ if(!info_log.empty())
+ IO::print("Shader compile info log:\n%s", info_log);
+#endif
+}
+
+string Shader::get_info_log() const
+{
+ GLsizei len = get_shader_i(id, GL_INFO_LOG_LENGTH);
+ string log(len+1, 0);
+ glGetShaderInfoLog(id, len+1, &len, &log[0]);
+ log.erase(len);
+ return log;
+}
+
+
+VertexShader::VertexShader():
+ Shader(GL_VERTEX_SHADER)
+{ }
+
+VertexShader::VertexShader(const string &src):
+ Shader(GL_VERTEX_SHADER, src)
+{ }
+
+
+FragmentShader::FragmentShader():
+ Shader(GL_FRAGMENT_SHADER)
+{ }
+
+FragmentShader::FragmentShader(const string &src):
+ Shader(GL_FRAGMENT_SHADER, src)
+{ }
+
+
+GeometryShader::GeometryShader():
+ Shader(GL_GEOMETRY_SHADER)
+{ }
+
+GeometryShader::GeometryShader(const string &src):
+ Shader(GL_GEOMETRY_SHADER, src)
+{ }
+
+} // namespace GL
+} // namespace Msp