GLenum type;
};
+ typedef std::list<Shader *> ShaderList;
+ typedef std::map<std::string, UniformInfo> UniformMap;
+
private:
unsigned id;
- std::list<Shader *> shaders;
- std::list<Shader *> owned_data;
+ ShaderList shaders;
+ ShaderList owned_data;
bool linked;
- std::map<std::string, UniformInfo> uniforms;
+ UniformMap uniforms;
unsigned uniform_layout_hash;
public:
private:
static std::string process_standard_source(const char **, const std::string &);
public:
- const std::list<Shader *> &get_shaders() const { return shaders; }
+ const ShaderList &get_shaders() const { return shaders; }
void bind_attribute(unsigned, const std::string &);
void link();
bool is_linked() const { return linked; }