* Fixes in WIN32 platform * Remove unused files * Make StaticText work more like tibia * Fix WIN32 compilation * Fix regression in framebuffers that caused battle to disappear * Shader fixes for DX9 * Add two new shaders: noise and heatmaster
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10b60a3871
commit
4813b7eb4b
@ -1,11 +0,0 @@
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uniform float opacity; // painter opacity
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uniform vec4 color; // painter color
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uniform float time; // time in seconds since shader linkage
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uniform sampler2D tex0; // map texture
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varying vec2 texCoord; // map texture coords
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//uniform int itemId; // item id
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void main()
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{
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gl_FragColor = texture2D(tex0, texCoord);
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}
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uniform float opacity; // painter opacity
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uniform vec4 color; // painter color
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uniform float time; // time in seconds since shader linkage
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uniform sampler2D tex0; // outfit texture
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uniform sampler2D tex1; // outfit color mask
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varying vec2 texCoord; // outfit texture coords
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uniform vec4 headColor;
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uniform vec4 bodyColor;
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uniform vec4 legsColor;
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uniform vec4 feetColor;
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vec4 calcOutfitPixel()
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{
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vec4 pixel = texture2D(tex0, texCoord);
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vec4 maskColor = texture2D(tex1, texCoord);
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vec4 outColor = vec4(1.0, 1.0, 1.0, 1.0);
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if(maskColor.r > 0.1 && maskColor.g > 0.1)
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outColor = headColor;
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else if(maskColor.r > 0.1)
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outColor = bodyColor;
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else if(maskColor.g > 0.1)
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outColor = legsColor;
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else if(maskColor.b > 0.1)
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outColor = feetColor;
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return pixel * outColor;
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}
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/*
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// optimized to handle antialising
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vec4 calcOutfitPixel()
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{
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vec4 pixel = texture2D(texture, textureCoords);
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vec4 maskColor = texture2D(maskTexture, textureCoords);
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const vec4 white = vec4(1,1,1,1);
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float headFactor = 0.0;
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if(maskColor.r > 0.1 && maskColor.g > 0.1) {
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headFactor = min(maskColor.r, maskColor.g);
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maskColor.r -= headFactor;
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maskColor.g -= headFactor;
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}
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float tot = headFactor + maskColor.r + maskColor.g + maskColor.b;
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vec4 outColor = headFactor * headColor + bodyColor * maskColor.r + legsColor * maskColor.g + feetColor * maskColor.b;
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if(tot < 1.0)
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outColor += white * (1.0 - tot);
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outColor.a = 1.0;
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return pixel * outColor;
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}
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*/
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void main()
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{
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gl_FragColor = calcOutfitPixel();
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}
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@ -0,0 +1,56 @@
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uniform sampler2D u_Tex0;
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varying vec2 v_TexCoord;
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uniform float u_Time;
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uniform vec2 u_Resolution;
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const float PI = 3.1415926535897932;
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// speed
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const float speed = 0.06;
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const float speed_x = 0.03;
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const float speed_y = 0.02;
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// geometry
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const float intensity = 30.;
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const int steps = 5;
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const float frequency = 3.0;
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const int angle = 7; // better when a prime
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// reflection and emboss
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const float delta = 100.;
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const float intence = 1.2;
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const float emboss = 0.1;
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//---------- crystals effect
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float col(vec2 coord)
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{
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float delta_theta = 2.0 * PI / float(angle);
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float col = 0.0;
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float theta = 0.0;
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for(int i = 0; i < steps; i++) {
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vec2 adjc = coord;
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theta = delta_theta*float(i);
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adjc.x += cos(theta)*u_Time*speed + u_Time * speed_x;
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adjc.y -= sin(theta)*u_Time*speed - u_Time * speed_y;
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col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;
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}
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return cos(col);
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}
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void main(void)
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{
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vec2 p = v_TexCoord, c1 = p, c2 = p;
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float cc1 = col(c1);
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c2.x += u_Resolution.x/delta;
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float dx = emboss*(cc1-col(c2))/delta;
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c2.x = p.x;
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c2.y += u_Resolution.y/delta;
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float dy = emboss*(cc1-col(c2))/delta;
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c1.x += dx;
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c1.y += dy;
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float alpha = 1.+dot(dx,dy)*intence;
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gl_FragColor = texture2D(u_Tex0,c1)*(alpha);
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}
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uniform sampler2D u_Tex0;
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varying vec2 v_TexCoord;
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uniform float u_Time;
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uniform vec2 u_Resolution;
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const float PI = 3.1415926535897932;
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// speed
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const float speed = 0.16;
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const float speed_x = 0.13;
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const float speed_y = 0.12;
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// geometry
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const float intensity = 100.;
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const int steps = 3;
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const float frequency = 100.0;
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const int angle = 7; // better when a prime
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// reflection and emboss
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const float delta = 1000.;
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const float intence = 10.2;
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const float emboss = 1.;
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//---------- crystals effect
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float col(vec2 coord)
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{
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float delta_theta = 2.0 * PI / float(angle);
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float col = 0.0;
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float theta = 0.0;
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for(int i = 0; i < steps; i++) {
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vec2 adjc = coord;
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theta = delta_theta*float(i);
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adjc.x += cos(theta)*u_Time*speed + u_Time * speed_x;
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adjc.y -= sin(theta)*u_Time*speed - u_Time * speed_y;
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col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;
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}
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return cos(col);
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}
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void main(void)
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{
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vec2 p = v_TexCoord, c1 = p, c2 = p;
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float cc1 = col(c1);
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c2.x += u_Resolution.x/delta;
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float dx = emboss*(cc1-col(c2))/delta;
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c2.x = p.x;
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c2.y += u_Resolution.y/delta;
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float dy = emboss*(cc1-col(c2))/delta;
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c1.x += dx;
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c1.y += dy;
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float alpha = 1.+dot(dx,dy)*intence;
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gl_FragColor = texture2D(u_Tex0,c1)*(alpha);
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}
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/*
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* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#ifndef PAINTERSHADERMANAGER_H
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#define PAINTERSHADERMANAGER_H
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#include "paintershaderprogram.h"
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class PainterShaderManager
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{
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public:
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void init();
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void terminate();
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PainterShaderProgramPtr createShader();
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PainterShaderProgramPtr createTexturedFragmentShader(const std::string& shaderFile);
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const PainterShaderProgramPtr& getDrawTexturedProgram() { return m_drawTexturedProgram; }
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const PainterShaderProgramPtr& getDrawSolidColorProgram() { return m_drawSolidColorProgram; }
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private:
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PainterShaderProgramPtr m_drawTexturedProgram;
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PainterShaderProgramPtr m_drawSolidColorProgram;
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};
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extern PainterShaderManager g_shaders;
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#endif
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