#include "FFGLScopedShaderBinding.h" namespace ffglex { ScopedShaderBinding::ScopedShaderBinding( GLuint shaderID ) : isBound( true ) { glUseProgram( shaderID ); } ScopedShaderBinding::~ScopedShaderBinding() { EndScope(); } void ScopedShaderBinding::EndScope() { if( isBound ) { glUseProgram( 0 ); isBound = false; } } }//End namespace ffglex