#include "Shader.hpp" GLint CShader::getUniformLocation(const std::string& unif) { const auto itpos = m_muUniforms.find(unif); if (itpos == m_muUniforms.end()) { const auto unifLoc = glGetUniformLocation(program, unif.c_str()); m_muUniforms[unif] = unifLoc; return unifLoc; } return itpos->second; } CShader::~CShader() { // destroy shader if (program != 0) { glDeleteProgram(program); } }