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Integration procedural GLSL masks
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@@ -20,15 +20,35 @@ public:
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void use() override;
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void reset() override;
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void accept(Visitor& v) override;
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void operator = (const ImageShader &S);
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uint mask;
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uint custom_textureindex;
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float stipple;
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uint mask_texture;
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static const char* mask_names[11];
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static std::vector< uint > mask_presets;
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// uniforms
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float stipple;
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};
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class MaskShader : public Shader
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{
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public:
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MaskShader();
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void use() override;
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void reset() override;
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void accept(Visitor& v) override;
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void operator = (const MaskShader &S);
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uint mode;
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// uniforms
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float blur;
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glm::vec2 size;
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static const char* mask_names[3];
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static std::vector< ShadingProgram* > mask_programs;
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};
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#endif // IMAGESHADER_H
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