dropCurrentShader() | Shader | [static] |
isInitialized() | Shader | |
loadShader(string vertexShaderFile, string fragmentShaderFile) | Shader | |
m_activeShader | Shader | [private, static] |
m_activeTextureUnit | Shader | [private, static] |
m_fragmentShader | Shader | [private] |
m_initialized | Shader | [private] |
m_shaderProgram | Shader | [private] |
m_textureUnitTargets | Shader | [private, static] |
m_vertexShader | Shader | [private] |
passUniformSampler1D(const string &variableName, const Texture1D *tex3D) | Shader | |
passUniformSampler3D(const string &variableName, const Texture3D *tex3D) | Shader | |
readTextFile(string filename) | Shader | [private] |
releaseActiveTextureUnits() | Shader | [private, static] |
Shader(void) | Shader | |
use() | Shader | |
~Shader(void) | Shader | [virtual] |