virtual void add_shader(Shader *sdr);
virtual bool link() = 0;
virtual bool load(const char *vfname, const char *ffname) = 0;
+ virtual void use() = 0;
+
+ /* THIS PART IS GOING TO BE CHANGED: on vulkan we set the uniforms
+ using descriptor sets. The current design is suitable for OpenGL and
+ it has to become more generic to work with both APIs later. */
};
#endif // SHADER_H_