#include <msp/gl/extensions/arb_shader_objects.h>
#include <msp/gl/extensions/arb_uniform_buffer_object.h>
#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/gl/extensions/ext_gpu_shader4.h>
#include <msp/strings/format.h>
#include "buffer.h"
#include "error.h"
glBindAttribLocation(id, index, name.c_str());
}
+void Program::bind_fragment_data(unsigned index, const string &name)
+{
+ static Require _req(EXT_gpu_shader4);
+ glBindFragDataLocation(id, index, name.c_str());
+}
+
void Program::link()
{
for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
const ShaderList &get_shaders() const { return shaders; }
void bind_attribute(unsigned, const std::string &);
+ void bind_fragment_data(unsigned, const std::string &);
void link();
private: