void Shader::PrintLog(char* label, GLint obj) { int infoLogLength = 0; int maxLength; if (glIsShader(obj)) { glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &maxLength); } else { glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &maxLength); } char* infoLog = new char[maxLength]; if (glIsShader(obj)) { glGetShaderInfoLog(obj, maxLength, &infoLogLength, infoLog); } else { glGetProgramInfoLog(obj, maxLength, &infoLogLength, infoLog); } if (infoLogLength > 0) { std::ofstream fout("log.txt"); fout << label << infoLog << std::endl; fout.close(); // TODO: Replace with a console log } delete infoLog; }
void print_log(GLuint object) { GLint log_length = 0; if (glIsShader(object)) { glGetShaderiv(object, GL_INFO_LOG_LENGTH, &log_length); } else if (glIsProgram(object)) { glGetProgramiv(object, GL_INFO_LOG_LENGTH, &log_length); } else { fprintf(stderr, "printlog: Not a shader or a program\n"); return; } char* log = (char*) malloc(log_length); if (glIsShader(object)) { glGetShaderInfoLog(object, log_length, NULL, log); } else if (glIsProgram(object)) { glGetProgramInfoLog(object, log_length, NULL, log); } fprintf(stderr, "%s", log); free(log); }
void PipelineProgram::Clean(bool shadersOnly) { if (glIsShader(this->vertex->ID)) { glDetachShader(this->ID, this->vertex->ID); glDeleteShader(this->vertex->ID); } if (glIsShader(this->tesselationControl->ID)) { glDetachShader(this->ID, this->tesselationControl->ID); glDeleteShader(this->tesselationControl->ID); } if (glIsShader(this->tesselationEvaluation->ID)) { glDetachShader(this->ID, this->tesselationEvaluation->ID); glDeleteShader(this->tesselationEvaluation->ID); } if (glIsShader(this->geometry->ID)) { glDetachShader(this->ID, this->geometry->ID); glDeleteShader(this->geometry->ID); } if (glIsShader(this->fragment->ID)) { glDetachShader(this->ID, this->fragment->ID); glDeleteShader(this->fragment->ID); } if (!shadersOnly) { if (glIsProgram(this->ID)) { glDeleteProgram(this->ID); } } }
void ShaderManager::ItlPrintShaderLog(GLuint nGLShaderOrShaderProgram) { int iLogLength = 0, iMaximalLength = 0; // get maximum length of log if(glIsShader(nGLShaderOrShaderProgram)) glGetShaderiv(nGLShaderOrShaderProgram, GL_INFO_LOG_LENGTH, &iMaximalLength); else glGetProgramiv(nGLShaderOrShaderProgram, GL_INFO_LOG_LENGTH, &iMaximalLength); // create buffer for messages char *szInfoLog = new char[iMaximalLength]; // get log messages if (glIsShader(nGLShaderOrShaderProgram)) glGetShaderInfoLog(nGLShaderOrShaderProgram, iMaximalLength, &iLogLength, szInfoLog); else glGetProgramInfoLog(nGLShaderOrShaderProgram, iMaximalLength, &iLogLength, szInfoLog); // print log messages if (iLogLength > 1) Logger::error() << "Shader messages: \n" << szInfoLog << Logger::endl; // delete buffer delete[] szInfoLog; }
void Scene::directIllumination() { float eye[3]; float eyedir[3]; float up[3] = {0.0, 1.0, 0.0}; view->getEye(eye); view->getCenter(eyedir); drawAtPoint(eye, eyedir, up, directFBOID, windWidth, windHeight); //glutSwapBuffers(); glIsShader(999); //std::cin.get(); //glClear(GL_COLOR_BUFFER_BIT); //glFlush(); // glutSwapBuffers(); //std::cin.get(); //Helpers::getGLErrors("End of directIllumination"); drawAtPoint(eye, eyedir, up, directFBOID, windWidth, windHeight); //glutSwapBuffers(); glIsShader(999);//debug }
void Shader::DeleteShader() { if (glIsProgram(shaderProgram)) { if (glIsShader(vertexID)) { GLCHECKER(glDetachShader(shaderProgram, vertexID)); GLCHECKER(glDeleteShader(vertexID)); // std::cout << "Shader Destroyed: " << shader << std::endl; } if (glIsShader(fragmentID)) { GLCHECKER(glDetachShader(shaderProgram, fragmentID)); GLCHECKER(glDeleteShader(fragmentID)); // std::cout << "Shader Destroyed: " << shader << std::endl; } //if (glIsShader(geometryID)) { // glDetachShader(shaderProgram, geometryID); // glDeleteShader(geometryID); // // std::cout << "Shader Destroyed: " << shader << std::endl; // } // else std::cout << "Shader Not Found: " << shader << std::endl; } // else std::cout << "Shader Program Object Not Found: " << shaderProgram << std::endl; if (glIsProgram(shaderProgram)) { GLCHECKER(glDeleteProgram(shaderProgram)); // std::cout << "Shader Program Destroyed: " << *shaderProgram << std::endl; shaderProgram = 0; } // else std::cout << "Shader Program Object Not Found: " << *shaderProgram << std::endl; }
static void Init(void) { static const char *fragShaderText = "void main() {\n" " gl_FragColor = vec4(1.0,0.0,0.0,1.0);\n" "}\n"; static const char *vertShaderText = "void main() {\n" " gl_Position = gl_Vertex;\n" "}\n"; if (!ShadersSupported()) exit(1); fragShader = CompileShaderText(GL_FRAGMENT_SHADER, fragShaderText); vertShader = CompileShaderText(GL_VERTEX_SHADER, vertShaderText); program = LinkShaders(vertShader, fragShader); glUseProgram(program); assert(glGetError() == 0); glClearColor(0.3f, 0.3f, 0.3f, 1.0f); printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); assert(glIsProgram(program)); assert(glIsShader(fragShader)); assert(glIsShader(vertShader)); glColor3f(1, 0, 0); }
static void Init(void) { if (!ShadersSupported()) exit(1); vertShader = CompileShaderText(GL_VERTEX_SHADER, VertShaderText); fragShader = CompileShaderText(GL_FRAGMENT_SHADER, FragShaderText); program = LinkShaders(vertShader, fragShader); glUseProgram(program); SetUniformValues(program, Uniforms); PrintUniforms(Uniforms); assert(glGetError() == 0); glClearColor(0.4f, 0.4f, 0.8f, 0.0f); printf("GL_RENDERER = %s\n",(const char *) glGetString(GL_RENDERER)); assert(glIsProgram(program)); assert(glIsShader(fragShader)); assert(glIsShader(vertShader)); glColor3f(1, 0, 0); }
bool GLProgram::_checkStatus(GLuint obj) { GLint status = static_cast<GLint>(GL_FALSE), len = 0; if(glIsShader(obj) == GL_TRUE) { glGetShaderiv(obj, GL_COMPILE_STATUS, &status); } else if(glIsProgram(obj) == GL_TRUE) { glGetProgramiv(obj, GL_LINK_STATUS, &status); } if(status == static_cast<GLint>(GL_TRUE)) { _log = ""; } else { // Set log if(glIsShader(obj) == GL_TRUE) { glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &len); if (len > 0) { GLchar* l = new GLchar[len]; glGetShaderInfoLog(obj, len, NULL, l); _log = l; delete[] l; } } else if(glIsProgram(obj) == GL_TRUE) { glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &len); if (len > 0) { GLchar* l = new GLchar[len]; glGetProgramInfoLog(obj, len, NULL, l); _log = l; delete[] l; } } } return status; }
void ClearShaderObject(GLhandleARB GLSL_PO,GLhandleARB Attach_VS,GLhandleARB Attach_TC,GLhandleARB Attach_TE,GLhandleARB Attach_GS,GLhandleARB Attach_PS) { if(glIsProgram(GLSL_PO)!=GL_FALSE) { if(glIsShader(Attach_VS)!=GL_FALSE){ glDetachObjectARB(GLSL_PO,Attach_VS);} if(glIsShader(Attach_TC)!=GL_FALSE){ glDetachObjectARB(GLSL_PO,Attach_TC);} if(glIsShader(Attach_TE)!=GL_FALSE){ glDetachObjectARB(GLSL_PO,Attach_TE);} if(glIsShader(Attach_GS)!=GL_FALSE){ glDetachObjectARB(GLSL_PO,Attach_GS);} if(glIsShader(Attach_PS)!=GL_FALSE){ glDetachObjectARB(GLSL_PO,Attach_PS);} glDeleteObjectARB(GLSL_PO); } }
static bool glslIsValid(GLuint obj) { const bool isShader = glIsShader(obj); assert(glIsShader(obj) || glIsProgram(obj)); GLint compiled; if (isShader) glGetShaderiv(obj, GL_COMPILE_STATUS, &compiled); else glGetProgramiv(obj, GL_LINK_STATUS, &compiled); return compiled; }
)delim"; TEST_F(ShaderTest, testShader) { GLuint shaderId; try { // Test compilation of valid shader QS::Shader goodShader(goodShaderSource, GL_VERTEX_SHADER); EXPECT_EQ(GL_TRUE, glIsShader(goodShader.getShader())); // Test converstion operator shaderId = goodShader; EXPECT_EQ(GL_TRUE, glIsShader(shaderId)); EXPECT_EQ(shaderId, goodShader.getShader()); } catch(const std::exception &exception) { FAIL() << exception.what(); } catch (...) { FAIL(); } // Test that object destruction deletes the shader. EXPECT_EQ(GL_FALSE, glIsShader(shaderId)); // Test that errors are caught and the right exception type is thrown. try { QS::Shader badShader(badShaderSource, GL_VERTEX_SHADER); FAIL() << "Unexpectedly didn't throw exception."; } catch (const std::logic_error &exception) { EXPECT_STREQ("Failed to compile shader. Errors: (0) : " "error C0000: syntax error, unexpected $end, " "expecting \"::\" at token \"<EOF>\"\n", exception.what()); } catch (...) { FAIL(); } // Test other types of shader. EXPECT_NO_THROW(QS::Shader(goodShaderSource, GL_FRAGMENT_SHADER)); EXPECT_NO_THROW(QS::Shader(goodShaderSource, GL_TESS_CONTROL_SHADER)); EXPECT_NO_THROW(QS::Shader(goodShaderSource, GL_TESS_EVALUATION_SHADER)); EXPECT_NO_THROW(QS::Shader(goodShaderSource, GL_GEOMETRY_SHADER)); }
static void CheckStatus( GLuint obj ) { GLint status = GL_FALSE, len = 10; if( glIsShader(obj) ) glGetShaderiv ( obj, GL_COMPILE_STATUS, & status ); if( glIsProgram(obj) ) glGetProgramiv( obj, GL_LINK_STATUS, & status ); if( status == GL_TRUE ) return; if( glIsShader(obj) ) glGetShaderiv ( obj, GL_INFO_LOG_LENGTH, & len ); if( glIsProgram(obj) ) glGetProgramiv( obj, GL_INFO_LOG_LENGTH, & len ); std::vector< char > log( len, 'X' ); if( glIsShader(obj) ) glGetShaderInfoLog ( obj, len, NULL, &log[0] ); if( glIsProgram(obj) ) glGetProgramInfoLog( obj, len, NULL, &log[0] ); std::cerr << & log[0] << std::endl; exit( -1 ); }
Shader::Shader(const unsigned int vertex_program, const unsigned int fragment_program, const unsigned int geometry_program) : name("") { if(!glIsShader(vertex_program)) { throw Exceptions::InvalidVertexShaderException(vertex_program); } if(!glIsShader(fragment_program)) { throw Exceptions::InvalidFragmentShaderException(fragment_program); } if(geometry_program != 0 && !glIsShader(geometry_program)) { throw Exceptions::InvalidGeometryShaderException(geometry_program); } program_object = glCreateProgram(); glAttachShader(program_object, vertex_program); glAttachShader(program_object, fragment_program); if(geometry_program != 0) glAttachShader(program_object, geometry_program); glLinkProgram(program_object); int is_linked = 0; glGetProgramiv(program_object, GL_LINK_STATUS, &is_linked); if(!is_linked) { int max_length = 0; glGetProgramiv(program_object, GL_INFO_LOG_LENGTH, &max_length); std::vector<char> info_log(max_length); glGetProgramInfoLog(program_object, max_length, &max_length, &info_log[0]); std::string output(info_log.begin(), info_log.end()); LOG(ERROR)<<output; glDeleteProgram(program_object); throw Exceptions::InvalidShaderProgramException(program_object); } if(!glIsProgram(program_object)) { throw Exceptions::InvalidShaderProgramException(program_object); } int count = 0; glGetProgramiv(program_object, GL_ACTIVE_UNIFORMS, &count); for(int i = 0; i < count; i++) { int name_length; int arr_size; GLenum type; GLchar name[64]; glGetActiveUniform(program_object, i, 64, &name_length, &arr_size, &type, name); int location = glGetUniformLocation(program_object, name); name_to_location[std::string(name)] = location; name_to_type[std::string(name)] = type; LOG(INFO)<<"Uniform found: "<<name<<" Location: "<<location; } }
static void createProgram(const char *vertProgFile, const char *fragProgFile) { GLuint fragShader = 0, vertShader = 0; program = glCreateProgram(); if (vertProgFile) { vertShader = glCreateShader(GL_VERTEX_SHADER); readShader(vertShader, vertProgFile); glAttachShader(program, vertShader); } if (fragProgFile) { fragShader = glCreateShader(GL_FRAGMENT_SHADER); readShader(fragShader, fragProgFile); glAttachShader(program, fragShader); } glLinkProgram(program); checkLink(program); glUseProgram(program); assert(glIsProgram(program)); assert(glIsShader(fragShader)); assert(glIsShader(vertShader)); checkError(__LINE__); { /*texture*/ GLuint texLoc = glGetUniformLocationARB(program, "srcTex"); glUniform1iARB(texLoc, 0); } { /*setup offsets */ float offsets[] = { 1.0 / texture.width, 1.0 / texture.height, 0.0 , 1.0 / texture.height, -1.0 / texture.width, 1.0 / texture.height, 1.0 / texture.width, 0.0, 0.0 , 0.0, -1.0 / texture.width, 0.0, 1.0 / texture.width, -1.0 / texture.height, 0.0 , -1.0 / texture.height, -1.0 / texture.width, -1.0 / texture.height }; GLuint offsetLoc = glGetUniformLocationARB(program, "Offset"); glUniform2fv(offsetLoc, 9, offsets); } setupConvolution(); checkError(__LINE__); }
ShaderProgram::~ShaderProgram() { glGetError(); if (glIsShader(m_vertex_shader_id)) { glDeleteShader(m_vertex_shader_id); CHECK_ERROR("ShaderProgram::~ShaderProgram", "glDeleteShader(m_vertex_shader_id)"); } if (glIsShader(m_fragment_shader_id)) { glDeleteShader(m_fragment_shader_id); CHECK_ERROR("ShaderProgram::~ShaderProgram", "glDeleteShader(m_fragment_shader_id)"); } if (glIsProgram(m_program_id)) { glDeleteProgram(m_program_id); CHECK_ERROR("ShaderProgram::~ShaderProgram", "glDeleteProgram()"); } }
std::string getShaderLog(GLuint shader) { if (!glIsShader(shader)) { throw std::runtime_error("Passed ID is not a shader."); } int infoLogLength = 0; int maxLength = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); char* infoLog = new char[maxLength]; glGetShaderInfoLog(shader, maxLength, &infoLogLength, infoLog); if (infoLogLength > 0) { std::string log{ infoLog }; delete[] infoLog; return log; } else { return{ "" }; } }
void Shader::printShaderLog(GLuint shader) { //Make sure name is shader if (glIsShader(shader)) { //Shader log length int infoLogLength = 0; int maxLength = infoLogLength; //Get info string length glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); //Allocate string char* infoLog = new char[maxLength]; //Get info log glGetShaderInfoLog(shader, maxLength, &infoLogLength, infoLog); if (infoLogLength > 0) { //Print Log printf("%s\n", infoLog); } //Deallocate string delete[] infoLog; } else { printf("Name %d is not a shader\n", shader); } }
void printShaderLog( GLuint shader ) { int infoLogLength = 0; int maxLength; char *infoLog; //Make sure name is shader if( glIsShader( shader ) ) { //Shader log length maxLength = infoLogLength; //Get info string length glGetShaderiv( shader, GL_INFO_LOG_LENGTH, &maxLength ); //Allocate string infoLog = (char*)malloc(sizeof(char)*maxLength); //Get info log glGetShaderInfoLog( shader, maxLength, &infoLogLength, infoLog ); if( infoLogLength > 0 ) { //Print Log printf( "%s\n", infoLog ); } //Deallocate string free(infoLog); } else { printf( "Name %d is not a shader\n", shader ); } }
/** * Writes errors/information messages to stdout. * Gets the InfoLogARB of hObject and messages it. * \param hObject - a handle to the object. * \param bProgram - if true, hObject is a program object, otherwise it is a shader object. * \return true: InfoLogARB non-empty and GLSLPROGRAM_STRICT defined OR only warning, false otherwise * \author <a href="mailto:[email protected]">Jens Schneider</a> * \date Aug.2004 */ bool GLSLProgram::WriteInfoLog(const char* shaderdesc, GLuint hObject, bool bProgram) { // Check for errors GLint iLength; if (bProgram) glGetProgramiv(hObject,GL_INFO_LOG_LENGTH,&iLength); else glGetShaderiv(hObject,GL_INFO_LOG_LENGTH,&iLength); GLboolean bAtMostWarnings=true; if (iLength>1) { char *pcLogInfo=new char[iLength]; if (bProgram) { glGetProgramInfoLog(hObject,iLength,&iLength,pcLogInfo); bAtMostWarnings=glIsProgram(hObject); } else { glGetShaderInfoLog(hObject,iLength,&iLength,pcLogInfo); bAtMostWarnings=glIsShader(hObject); } if (bAtMostWarnings) { WARNING(shaderdesc); WARNING(pcLogInfo); delete[] pcLogInfo; return false; } else { T_ERROR(shaderdesc); T_ERROR(pcLogInfo); delete[] pcLogInfo; #ifdef GLSLPROGRAM_STRICT return true; #endif } } return !bool(bAtMostWarnings==GL_TRUE); // error occured? }
void _glcompiler_error(GLint shader) { int len, i; char* log; if (!glIsShader(shader)) { printf("Not a shader object\n"); return; } glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); if (len >= 0 && len < 300000) { log = (char*) malloc(len + 1); glGetShaderInfoLog(shader, len, &i, log); log[len] = 0; LOG(LOG_ERROR, "COMPILE ERROR: %s \n", log); free(log); } else { printf("Failed to get GLES2 compile error. len was %d\n", len); } }
virtual ShaderMedia *load(const File &file, bool force = false) { GLuint id = 0; GLint compileStatus = GL_TRUE; if (file.getExtension() == "vert") id = glCreateShader(GL_VERTEX_SHADER); else if (file.getExtension() == "pix") id = glCreateShader(GL_FRAGMENT_SHADER); if (id == 0 || !glIsShader(id)) throw LoadingFailed(file.getFullName(), "ShaderLoader failed to create shader."); const std::string source = file.getFileContent(); const char *sourceChar = source.c_str(); glShaderSource(id, 1, &sourceChar, NULL); glCompileShader(id); glGetShaderiv(id, GL_COMPILE_STATUS, &compileStatus); if (compileStatus != GL_TRUE) { GLint l; glGetShaderiv(id, GL_INFO_LOG_LENGTH, &l); std::string log(l + 1, '\0'); glGetShaderInfoLog(id, l, &l, &log[0]); std::cout << std::endl << log; throw LoadingFailed(file.getFullName(), "ShaderLoader failed to compile shader.\n"); } return new ShaderMedia(id, file.getFileName(), force); }
GLuint GLWidget::build_shader(const GLchar *shader_source, GLenum type) { GLuint shader = glCreateShader(type); if (!shader || !glIsShader(shader)) { return 0; } qDebug()<<"GLWidget::build_shader shader: "<<shader<<" glIsShader: "<<glIsShader(shader) <<" 20: "<<glIsShader(20); glShaderSource(shader, 1, &shader_source, 0); glCompileShader(shader); GLint status; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { } return status == GL_TRUE ? shader : 0; }
static PyObject* py_glIsShader(PyObject *, PyObject *args) { CHECK_ARG_COUNT(args, 1); Uint shader(PyTuple_GetItem(args, 0)); PyObject *rv = (glIsShader(shader) == GL_TRUE ? Py_True : Py_False); Py_INCREF(rv); return rv; }
static bool make_egl_current_and_test(EGLDisplay *dpy, EGLContext ctx) { const char *string; GLuint shader; bool pass = true; eglMakeCurrent(dpy, NULL, NULL, ctx); if (!epoxy_is_desktop_gl()) { fputs("Claimed to be desktop\n", stderr); pass = false; } if (epoxy_gl_version() < 20) { fprintf(stderr, "Claimed to be GL version %d\n", epoxy_gl_version()); pass = false; } string = (const char *)glGetString(GL_VERSION); printf("GL version: %s\n", string); shader = glCreateShader(GL_FRAGMENT_SHADER); pass = glIsShader(shader); return pass; }
void Shader::Delete() { if (glIsShader(_shaderObject)) { glDeleteShader(_shaderObject); CHECK_GL_ERROR; } _shaderObject = 0; }
ShaderElement::~ShaderElement() { if (glIsShader(_shaderId) == GL_TRUE) { glDeleteShader(_shaderId); } }
Shader(GLenum type, const std::string &filename, const std::string &defines) { RefCountedPtr<FileSystem::FileData> code = FileSystem::gameDataFiles.ReadFile(filename); if (!code.Valid()) Error("Could not load %s", filename.c_str()); // Load some common code RefCountedPtr<FileSystem::FileData> attributesCode = FileSystem::gameDataFiles.ReadFile("shaders/opengl/attributes.glsl"); assert(attributesCode.Valid()); RefCountedPtr<FileSystem::FileData> logzCode = FileSystem::gameDataFiles.ReadFile("shaders/opengl/logz.glsl"); assert(logzCode.Valid()); RefCountedPtr<FileSystem::FileData> libsCode = FileSystem::gameDataFiles.ReadFile("shaders/opengl/lib.glsl"); assert(libsCode.Valid()); AppendSource(s_glslVersion); AppendSource(defines.c_str()); if (type == GL_VERTEX_SHADER) { AppendSource("#define VERTEX_SHADER\n"); } else { AppendSource("#define FRAGMENT_SHADER\n"); } AppendSource(attributesCode->AsStringRange().StripUTF8BOM()); AppendSource(logzCode->AsStringRange().StripUTF8BOM()); AppendSource(libsCode->AsStringRange().StripUTF8BOM()); AppendSource(code->AsStringRange().StripUTF8BOM()); #if 0 static bool s_bDumpShaderSource = true; if (s_bDumpShaderSource) { const char SHADER_OUT_DIR_NAME[] = "shaders"; const char SHADER_OGL_OUT_DIR_NAME[] = "shaders/opengl"; FileSystem::userFiles.MakeDirectory(SHADER_OUT_DIR_NAME); FileSystem::userFiles.MakeDirectory(SHADER_OGL_OUT_DIR_NAME); const std::string outFilename(FileSystem::GetUserDir() + "/" + filename); FILE *tmp = fopen(outFilename.c_str(), "wb"); if(tmp) { Output("%s", filename); for( Uint32 i=0; i<blocks.size(); i++ ) { const char *block = blocks[i]; const GLint sizes = block_sizes[i]; if(block && sizes>0) { fprintf(tmp, "%.*s", sizes, block); } } fclose(tmp); } else { Output("Could not open file %s", outFilename.c_str()); } } #endif shader = glCreateShader(type); if(glIsShader(shader)!=GL_TRUE) throw ShaderException(); Compile(shader); // CheckGLSL may use OS::Warning instead of Error so the game may still (attempt to) run if (!check_glsl_errors(filename.c_str(), shader)) throw ShaderException(); };
const bool GPUQuery::isShader(const GLuint shader) { const bool is(glIsShader(shader) == GL_TRUE); if(!is) glGetError(); return is; }
GC3Dboolean GraphicsContext3D::isShader(Platform3DObject shader) { if (!shader) return GL_FALSE; makeContextCurrent(); return glIsShader(shader); }