+void Program::bind()
+{
+ if(!linked)
+ throw InvalidState("Program is not linked");
+
+ glUseProgramObjectARB(id);
+ cur_prog=this;
+}
+
+int Program::get_uniform_location(const string &n) const
+{
+ return glGetUniformLocationARB(id, n.c_str());
+}
+
+/*void Program::uniform(int i, int v)
+{
+ glUniform1iARB(i, v);
+}
+
+void Program::uniform(int i, float x)
+{
+ glUniform1fARB(i, x);
+}
+
+void Program::uniform(int i, float x, float y)
+{
+ glUniform2fARB(i, x, y);
+}
+
+void Program::uniform(int i, float x, float y, float z)
+{
+ glUniform3fARB(i, x, y, z);
+}
+
+void Program::uniform(int i, float x, float y, float z, float w)
+{
+ glUniform4fARB(i, x, y, z, w);
+}
+
+void Program::uniform4(int i, const float *v)
+{
+ glUniform4fvARB(i, 1, v);
+}
+
+void Program::uniform_matrix4(int i, const float *v)
+{
+ glUniformMatrix4fvARB(i, 1, false, v);
+}*/
+
+void Program::unbind()
+{
+ if(cur_prog)
+ {
+ glUseProgramObjectARB(0);
+ cur_prog=0;
+ }
+}
+
+void Program::maybe_bind()
+{
+ if(cur_prog!=this)
+ bind();
+}
+
+Program *Program::cur_prog=0;
+
+
+Program::Loader::Loader(Program &p):
+ prog(p)
+{
+ prog.set_del_shaders(true);
+
+ add("vertex_shader", &Loader::vertex_shader);
+ add("fragment_shader", &Loader::fragment_shader);
+ add("attribute", &Loader::attribute);
+}
+
+void Program::Loader::vertex_shader(const string &src)
+{
+ prog.attach_shader(*new Shader(VERTEX_SHADER, src));
+}
+
+void Program::Loader::fragment_shader(const string &src)
+{
+ prog.attach_shader(*new Shader(FRAGMENT_SHADER, src));
+}
+
+void Program::Loader::attribute(uint i, const string &n)
+{
+ prog.bind_attribute(i, n);
+}
+
+void Program::Loader::finish()
+{
+ prog.link();
+}
+