21 void Initialize(
const std::string& vertexShaderCode,
const std::string& fragmentShaderCode,
22 const std::vector<ShaderVariableType>& inputAttributes,
const std::vector<ShaderVariableType>& uniforms);
31 std::vector<ShaderVariable> shaderUniforms = {};
33 void Pl_Initialize(
const std::string& vertexShaderCode,
const std::string& fragmentShaderCode,
const std::vector<ShaderVariableType>& inputAttributes);
38 static Shader CreateShader(
const std::string& vertexShaderCode,
const std::string& fragmentShaderCode,
const std::vector<ShaderVariableType>&
39 inputAttributes,
const std::vector<ShaderVariableType>& uniforms);
46 const std::vector<ShaderVariableType>& inputAttributes,
const std::vector<ShaderVariableType>& uniforms);
void Initialize(const std::string &vertexShaderCode, const std::string &fragmentShaderCode, const std::vector< ShaderVariableType > &inputAttributes, const std::vector< ShaderVariableType > &uniforms)
static Shader CreateShader(const std::string &vertexShaderCode, const std::string &fragmentShaderCode, const std::vector< ShaderVariableType > &inputAttributes, const std::vector< ShaderVariableType > &uniforms)