activate() | Shader | |
activate() | Shader | |
deactivate() | Shader | |
deactivate() | Shader | |
fragmentShader | Shader | [private] |
getShadersLog(GLuint shader) | Shader | [private] |
getShadersLog(GLuint shader) | Shader | [private] |
load() | Shader | |
load() | Shader | |
programShader | Shader | [private] |
Shader() | Shader | |
Shader() | Shader | |
uploadTexture(const char *name, GLint textureUnit) | Shader | |
uploadTexture(const char *name, GLint textureUnit) | Shader | |
uploadUniformFloat(const char *name, float value) | Shader | |
uploadUniformFloat(const char *name, float value) | Shader | |
uploadUniformInt(const char *name, int value) | Shader | |
uploadUniformInt(const char *name, int value) | Shader | |
uploadUniformVec2(const char *name, float *values) | Shader | |
uploadUniformVec2(const char *name, float *values) | Shader | |
vertexShader | Shader | [private] |
~Shader() | Shader | |
~Shader() | Shader |