#include "stdafx.h" #include "Program.h" #include "GLGSRender.h" Program::Program() : id(0) { } bool Program::IsCreated() const { return id > 0; } void Program::Create(const u32 vp, const u32 fp) { if(IsCreated()) Delete(); id = glCreateProgram(); glAttachShader(id, vp); glAttachShader(id, fp); glBindFragDataLocation(id, 0, "r0"); static const wxString reg_table[] = { "in_pos", "in_weight", "in_normal", "in_col0", "in_col1", "in_fogc", "in_6", "in_7", "in_tc0", "in_tc1", "in_tc2", "in_tc3", "in_tc4", "in_tc5", "in_tc6", "in_tc7" }; for(u32 i=0; i