#pragma once #include "ShaderProgram.h" class EntityShader : public ShaderProgram { private: unsigned int location_cam = 0, location_zoom = 0, location_aspect_ratio = 0, location_translation = 0, location_viewtype = 0; protected: void getAllUniformLocation(); public: EntityShader(); void loadShader(); void setCamPos(const glm::vec2& camPos); void setZoom(float zoom); void setAspectRatio(float aspectRatio); void setModelPos(const glm::vec2& modelPos); void setIsometricView(float isometric); };