#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"
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);
}
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
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