#pragma once

#include "GLSLShaderDefaultGL32.h"
#include "VectorFwd.h"
#include "Mat4Fwd.h"

namespace Aftr
{
   class Model;

   class GLSLShaderDefaultGL32SingleColor : public GLSLShaderDefaultGL32
   {
   public:
      static GLSLShaderDefaultGL32SingleColor* New();
      static GLSLShaderDefaultGL32SingleColor* New(GLSLShaderDataShared* shdrData );
      virtual ~GLSLShaderDefaultGL32SingleColor();
     
      GLSLShaderDefaultGL32SingleColor& operator=( const GLSLShaderDefaultGL32SingleColor& shader );

      /**
      Returns a copy of this instance. This is identical to invoking the copy constructor with
      the addition that this preserves the polymorphic type. That is, if this was a subclass
      of GLSLShader with additional members and methods, this will internally create the
      shader instance as that subclass, thereby preserving polymorphic behavior, members, and
      methods.

      This is in contrast with a copy constructor in the case where one performs:
      GLSLShader* myCopy = new GLSLShader( shaderToBeCopied );
      This will always create a GLSLShader* instance, not a subclass corresponding to the exact
      type of shaderToBeCopied.
      */
      virtual GLSLShader* getCopyOfThisInstance();
   protected:
       GLSLShaderDefaultGL32SingleColor( GLSLShaderDataShared* dataShared );
       GLSLShaderDefaultGL32SingleColor(const GLSLShaderDefaultGL32SingleColor&);
   };
}

