}
-ShaderFactory::ShaderFactory()
-{
-}
+ShaderFactory::ShaderFactory() = default;
ShaderFactory::~ShaderFactory()
{
}
// If memory cache failed check the file system for a binary or return a source-only ShaderData:
- if( shaderData.Get() == NULL )
+ if( shaderData.Get() == nullptr )
{
// Allocate the structure that returns the loaded shader:
shaderData = new ShaderData( vertexSource, fragmentSource, hints );