#pragma once #include "../defines.hpp" #include class CShader { public: ~CShader(); GLuint program = 0; GLint proj = -1; GLint color = -1; GLint alphaMatte = -1; GLint tex = -1; GLint alpha = -1; GLint posAttrib = -1; GLint texAttrib = -1; GLint matteTexAttrib = -1; GLint discardOpaque = -1; GLint discardAlpha = -1; GLfloat discardAlphaValue = -1; GLint topLeft = -1; GLint bottomRight = -1; GLint fullSize = -1; GLint fullSizeUntransformed = -1; GLint radius = -1; GLint radiusOuter = -1; GLint thick = -1; GLint halfpixel = -1; GLint range = -1; GLint shadowPower = -1; GLint useAlphaMatte = -1; // always inverted GLint applyTint = -1; GLint tint = -1; GLint gradient = -1; GLint gradientLength = -1; GLint angle = -1; float initialTime = 0; GLint time = -1; GLint distort = -1; GLint wl_output = -1; // Blur prepare GLint contrast = -1; // Blur GLint passes = -1; // Used by `vibrancy` GLint vibrancy = -1; GLint vibrancy_darkness = -1; // Blur finish GLint brightness = -1; GLint noise = -1; GLint getUniformLocation(const std::string&); void destroy(); private: std::unordered_map m_muUniforms; };