RefPtr<const Program> shprog;
bool shprog_from_material;
RefPtr<ProgramData> shdata;
- std::map<std::string, std::string> uniform_slots;
+ std::map<Tag, Tag> uniform_slots;
RefPtr<const Material> material;
std::string material_slot;
Texturing *texturing;
void set_shader_program(const Program *, const ProgramData *);
const Program *get_shader_program() const { return shprog.get(); }
const ProgramData *get_shader_data() const { return shdata.get(); }
- const std::string &get_slotted_uniform_name(const std::string &) const;
+ Tag get_slotted_uniform_tag(Tag) const;
void set_material(const Material *, DataFile::Collection * = 0);
const Material *get_material() const { return material.get(); }
const std::string &get_material_slot_name() const { return material_slot; }