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\subsection shader_declaration_compile Compile the shader
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The LoadProgram() function is provided to ease shader compilation and link.
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It takes a flat sequence of SHADER_TYPE, filename pairs that will be linked together.
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This way you can add any shader stage you want (geometry, domain/hull shader)
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It is highly recommended to use explicit attribute location for a program input.
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However as not all hardware support this extension, default location are provided for
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input whose name is either Position (location 0) or Normal (location 1) or
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Texcoord (location 3) or Color (location 2) or SecondTexcoord (location 4).
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You can use these predefined name and location in your vao for shader
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that needs GL pre 3.3 support.
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\subsection shader_declaration_uniform_names Declare uniforms
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Use the AssignUniforms() function to pass name of the uniforms in the program.
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The order of name declaration is the same as the argument passed to setUniforms function.
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\subsection shader_declaration_bind_texture_unit Bind texture unit and name
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Texture are optional but if you have one, you must give them determined texture unit (up to 32).
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You can do this using the AssignTextureUnit function that takes pair of texture unit and sampler name
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as argument.
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\section shader_usage
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Shader's class are singleton that can be retrieved using ShaderClassName::getInstance() which automatically
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