#pragma once #include struct shader_program { GLuint program_id; GLuint model_matrix_id; GLuint view_matrix_id; GLuint projection_matrix_id; GLuint normal_matrix_id; GLuint vertex_array_id; GLuint sampler_id; GLuint num_lights_id; }; shader_program* shaderInit(const char* vertex_code, const char* frag_code); // TODO: make use of glDeleteShader/glDeleteProgram in eg) shaderFree()