void texture(const std::string &, const std::string &);
};
+public:
typedef std::map<Tag, RenderPass> PassMap;
+private:
PassMap passes;
public:
bool has_pass(const GL::Tag &) const;
const RenderPass &get_pass(const GL::Tag &) const;
const PassMap &get_passes() const { return passes; }
+ bool has_shaders() const;
};
} // namespace GL