#ifndef SHADER_H
#define SHADER_H
#include "../shared.h"
typedef struct _Shader
{
GLuint id;
char name[MAX_PATH_LENGTH];
/* Layout */
/* Program Attributes */
GLint position;
GLint uv;
GLint normal;
GLint tangent;
/* Program Uniforms */
GLint totalTransform;
GLint modelToWorld;
GLint lightPosition;
GLint ambientLight;
GLint lightColor;
GLint lightAttenuation;
GLint World_eyePosition;
GLint Texture;
GLint Normal_Map;
/* Program Multi Purpose Uniforms */
GLint extra0;
GLint extra1;
GLint extra2;
GLint extra3;
GLint extra4;
GLint extra5;
struct _Shader *_hash_next;
unsigned int _hash;
} Shader;
/** Shaders **/
extern Shader *shader_new(const char *name, const char *vertexShaderPath, const char *fragShaderPath);
extern Shader *shader_get(const char *name);
extern void shader_purge(Shader *shader);
/** **/
/** Shader functions **/
extern GLint shader_get_uniform_location( Shader *s, const char *uniformName );
extern GLint shader_get_attrib_location( Shader *s, const char *attributeName );
extern void shader_set_uniform_mat4( Shader *s, const char *name, const float matrix[16] );
extern void shader_set_uniform_float( Shader *s, const char *name, const float val );
extern void shader_set_uniform_vec2( Shader *s, const char *name, const float vec[2] );
extern void shader_set_uniform_vec3( Shader *s, const char *name, const float vec[3] );
extern void shader_set_uniform_vec4( Shader *s, const char *name, const float vec[4] );
extern void shader_set_uniform_int( Shader *s, const char *name, const int val );
/** **/
#endif // SHADER_H