#include "programHandle.h" #include "glSource.h" ProgramHandleBase::ProgramHandleBase(GLuint vs, GLuint fs) : viewProjection_uniform {}, model_uniform {} { glAttachShader(m_program, vs); glAttachShader(m_program, fs); glLinkProgram(m_program); GLsource::CheckShaderError(m_program, GL_LINK_STATUS, true, "Error linking shader program"); glValidateProgram(m_program); GLsource::CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program"); }