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6 changes: 6 additions & 0 deletions includes/learnopengl/shader.h
Original file line number Diff line number Diff line change
Expand Up @@ -96,6 +96,12 @@ class Shader
glDeleteShader(geometry);

}
// free the shader resource
// ------------------------------------------------------------------------
~Shader()
{
glDeleteProgram(ID);
}
// activate the shader
// ------------------------------------------------------------------------
void use()
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6 changes: 6 additions & 0 deletions includes/learnopengl/shader_c.h
Original file line number Diff line number Diff line change
Expand Up @@ -56,6 +56,12 @@ class ComputeShader
// delete the shaders as they're linked into our program now and no longer necessary
glDeleteShader(compute);
}

// free the shader resource
~ComputeShader()
{
glDeleteProgram(ID);
}
// activate the shader
// ------------------------------------------------------------------------
void use()
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6 changes: 6 additions & 0 deletions includes/learnopengl/shader_m.h
Original file line number Diff line number Diff line change
Expand Up @@ -70,6 +70,12 @@ class Shader
glDeleteShader(fragment);

}
// free the shader resource
// ------------------------------------------------------------------------
~Shader()
{
glDeleteProgram(ID);
}
// activate the shader
// ------------------------------------------------------------------------
void use() const
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7 changes: 6 additions & 1 deletion includes/learnopengl/shader_s.h
Original file line number Diff line number Diff line change
Expand Up @@ -68,7 +68,12 @@ class Shader
glDeleteShader(vertex);
glDeleteShader(fragment);
}
// activate the shader
// free the shader resource
// ------------------------------------------------------------------------
~Shader()
{
glDeleteProgram(ID);
} // activate the shader
// ------------------------------------------------------------------------
void use()
{
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7 changes: 6 additions & 1 deletion includes/learnopengl/shader_t.h
Original file line number Diff line number Diff line change
Expand Up @@ -139,7 +139,12 @@ class Shader
glDeleteShader(fragment);
if(geometryPath != nullptr)
glDeleteShader(geometry);

}
// free the shader resource
// ------------------------------------------------------------------------
~Shader()
{
glDeleteProgram(ID);
}
// activate the shader
// ------------------------------------------------------------------------
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