void attribute(unsigned, const std::string &);
void fragment_shader(const std::string &);
+ void geometry_shader(const std::string &);
void standard();
void vertex_shader(const std::string &);
};
/// Constructs a Program with standard features.
Program(const ProgramBuilder::StandardFeatures &);
+ /// Constructs a Program from unified source code using ProgramCompiler.
+ Program(const std::string &);
+
/// Constructs a Program from vertex and fragment shader source code.
Program(const std::string &, const std::string &);
void attach_shader(Shader &shader);
void attach_shader_owned(Shader *shader);
void detach_shader(Shader &shader);
- const ShaderList &get_shaders() const { return shaders; }
+ const ShaderList &get_attached_shaders() const { return shaders; }
void bind_attribute(unsigned, const std::string &);
void bind_attribute(VertexComponent, const std::string &);