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Initial commit of ResInsight version 0.4.8
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92
VisualizationModules/LibRender/cvfShaderSourceRepository.h
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92
VisualizationModules/LibRender/cvfShaderSourceRepository.h
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//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2012 Ceetron AS
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//
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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//##################################################################################################
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#pragma once
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#include "cvfObject.h"
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#include "cvfString.h"
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namespace cvf {
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class CharArray;
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//==================================================================================================
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//
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//
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//
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//==================================================================================================
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class ShaderSourceRepository : public Object
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{
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public:
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enum ShaderIdent
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{
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calcClipDistances,
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calcShadowCoord,
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src_Color,
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src_Texture,
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src_TextureGlobalAlpha,
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src_TextureFromPointCoord,
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src_TextureRectFromFragCoord_v33,
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light_Phong,
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light_PhongDual,
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light_SimpleHeadlight,
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light_SimpleHeadlight_spec_uniform,
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light_AmbientDiffuse,
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checkDiscard_ClipDistances,
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vs_Standard,
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vs_EnvironmentMapping,
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vs_FullScreenQuad,
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vs_Minimal,
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vs_MinimalTexture,
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vs_VectorDrawer,
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vs_DistanceScaledPoints,
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vs_ParticleTraceComets,
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fs_Standard,
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fs_Shadow_v33,
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fs_Unlit,
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fs_Void,
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fs_FixedColorMagenta,
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fs_Text,
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fs_VectorDrawer,
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fs_CenterLitSpherePoints,
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fs_ParticleTraceComets,
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fs_GradientTopBottom,
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fs_GradientTopMiddleBottom,
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gs_PassThroughTriangle_v33
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};
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public:
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ShaderSourceRepository();
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virtual ~ShaderSourceRepository();
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String shaderSource(ShaderIdent shaderIdent);
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static const char* shaderIdentString(ShaderIdent shaderIdent);
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protected:
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virtual bool rawShaderSource(ShaderIdent shaderIdent, CharArray* rawSource);
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};
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}
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