/*************************************************************************** * * Copyright (C) 2018 Advanced Driver Information Technology Joint Venture GmbH * * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * ****************************************************************************/ #ifndef SHADERTEXTURE_H_ #define SHADERTEXTURE_H_ #include "ShaderBase.h" class ShaderTexture: public ShaderBase { public: ShaderTexture(float* projectionMatrix); virtual ~ShaderTexture(); virtual void use(vec3f* position, GLuint textureID); GLint getAttributeTexCoord(); void setTexCoords(vec2f * m_texCoords); private: int m_uniformModelMatrix; int m_uniformColor; GLint m_uniformSampler; GLint attributeTexCoord; }; #endif /* SHADERTEXTURE_H_ */