#include #include #ifdef LIGHT_PLATFORM_WINDOWS #include #include #endif #include namespace Light { auto Shader::create( Assets::Blob vertex_blob, Assets::Blob pixel_blob, const Ref &shared_context ) -> Ref { std::ignore = shared_context; // load shader source switch (GraphicsContext::get_graphics_api()) { case GraphicsAPI::OpenGL: return create_ref(std::move(vertex_blob), std::move(pixel_blob)); case GraphicsAPI::DirectX: lt_win(return create_ref( vertexFile, pixelFile, std::static_pointer_cast(sharedContext) );); default: lt_assert( false, "Invalid/unsupported 'GraphicsAPI' {}", static_cast(GraphicsContext::get_graphics_api()) ); return nullptr; } } } // namespace Light