/* * Copyright (c) 2021 Huawei Device Co., Ltd. * 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. */ #include "shader.h" Shader::Shader(const std::string& vertexSource, const std::string& fragmentSource) { } Shader::~Shader() { } bool Shader::Available() { return false; } void Shader::Bind() const { } void Shader::Unbind() const { } void Shader::SetUniform1i(const std::string& name, int32_t v) { } void Shader::SetUniform1f(const std::string& name, float v) { } void Shader::SetUniform4f(const std::string& name, float v0, float v1, float v2, float v3) { } void Shader::SetUniformMat4f(const std::string& name, const Matrix& matrix) { } int32_t Shader::GetAttribLocation(const std::string& name) { return -1; } int32_t Shader::GetUniformLocation(const std::string& name) { return -1; } uint32_t Shader::CompileShader(uint32_t type, const std::string& source) { return -1; } uint32_t Shader::CreateShader(const std::string& vertexShader, const std::string& fragmentShader) { return -1; }