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/****************************************************************************
Copyright 2011 Jeff Lamarche
Copyright 2012 Goffredo Marocchi
Copyright 2012 Ricardo Quesada
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Copyright 2012 cocos2d - x . org
Copyright 2013 - 2014 Chukong Technologies Inc .
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http : //www.cocos2d-x.org
Permission is hereby granted , free of charge , to any person obtaining a copy
of this software and associated documentation files ( the " Software " ) , to deal
in the Software without restriction , including without limitation the rights
to use , copy , modify , merge , publish , distribute , sublicense , and / or sell
copies of the Software , and to permit persons to whom the Software is
furnished to do so , subject to the following conditions :
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software .
THE SOFTWARE IS PROVIDED " AS IS " , WITHOUT WARRANTY OF ANY KIND , EXPRESS OR
IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY ,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM , DAMAGES OR OTHER
LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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# ifndef __CCGLPROGRAM_H__
# define __CCGLPROGRAM_H__
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# include <unordered_map>
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# include "base/ccMacros.h"
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# include "base/CCRef.h"
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# include "base/ccTypes.h"
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# include "platform/CCGL.h"
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# include "math/CCMath.h"
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/**
* @ addtogroup support
* @ {
*/
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NS_CC_BEGIN
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class GLProgram ;
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class Director ;
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//FIXME: these two typedefs would be deprecated or removed in version 4.0.
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typedef void ( * GLInfoFunction ) ( GLuint program , GLenum pname , GLint * params ) ;
typedef void ( * GLLogFunction ) ( GLuint program , GLsizei bufsize , GLsizei * length , GLchar * infolog ) ;
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/**VertexAttrib is a structure to encapsulate data got from glGetActiveAttrib.*/
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struct VertexAttrib
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{
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/**Index of attribute, start from 0.*/
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GLuint index ;
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/**Number of Data type in the attribute, could range from 0-4.*/
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GLint size ;
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/**Data type of the attribute, could be GL_FLOAT, GL_UNSIGNED_BYTE etc.*/
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GLenum type ;
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/**The string name in vertex shader.*/
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std : : string name ;
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} ;
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/**Uniform is a structure to encapsulate data got from glGetActiveUniform and glGetUniformLocation.*/
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struct Uniform
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{
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/**The place where the uniform placed, starts from 0.*/
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GLint location ;
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/**Number of data type in attribute.*/
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GLint size ;
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/**Data type of the attribute.*/
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GLenum type ;
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/**String of the uniform name.*/
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std : : string name ;
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} ;
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/** GLProgram
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Class that implements a glProgram
@ since v2 .0 .0
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*/
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class CC_DLL GLProgram : public Ref
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{
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friend class GLProgramState ;
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public :
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/**Enum the preallocated vertex attribute. */
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enum
{
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/**Index 0 will be used as Position.*/
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VERTEX_ATTRIB_POSITION ,
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/**Index 1 will be used as Color.*/
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VERTEX_ATTRIB_COLOR ,
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/**Index 2 will be used as Tex coord unit 0.*/
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VERTEX_ATTRIB_TEX_COORD ,
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/**Index 3 will be used as Tex coord unit 1.*/
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VERTEX_ATTRIB_TEX_COORD1 ,
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/**Index 4 will be used as Tex coord unit 2.*/
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VERTEX_ATTRIB_TEX_COORD2 ,
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/**Index 5 will be used as Tex coord unit 3.*/
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VERTEX_ATTRIB_TEX_COORD3 ,
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/**Index 6 will be used as Normal.*/
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VERTEX_ATTRIB_NORMAL ,
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/**Index 7 will be used as Blend weight for hardware skin.*/
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VERTEX_ATTRIB_BLEND_WEIGHT ,
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/**Index 8 will be used as Blend index.*/
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VERTEX_ATTRIB_BLEND_INDEX ,
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VERTEX_ATTRIB_MAX ,
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// backward compatibility
VERTEX_ATTRIB_TEX_COORDS = VERTEX_ATTRIB_TEX_COORD ,
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} ;
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/**Preallocated uniform handle.*/
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enum
{
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/**Ambient color.*/
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UNIFORM_AMBIENT_COLOR ,
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/**Projection matrix.*/
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UNIFORM_P_MATRIX ,
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/**Model view matrix.*/
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UNIFORM_MV_MATRIX ,
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/**Model view projection matrix.*/
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UNIFORM_MVP_MATRIX ,
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/**Normal matrix.*/
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UNIFORM_NORMAL_MATRIX ,
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/**Time.*/
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UNIFORM_TIME ,
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/**sin(Time).*/
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UNIFORM_SIN_TIME ,
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/**cos(Time).*/
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UNIFORM_COS_TIME ,
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/**Random number.*/
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UNIFORM_RANDOM01 ,
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/** @{
* Sampler 0 - 3 , used for texture .
*/
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UNIFORM_SAMPLER0 ,
UNIFORM_SAMPLER1 ,
UNIFORM_SAMPLER2 ,
UNIFORM_SAMPLER3 ,
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/**@}*/
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UNIFORM_MAX ,
} ;
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/**
@ name Built Shader types
@ {
*/
/**Built in shader for 2d. Support Position, Texture and Color vertex attribute.*/
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static const char * SHADER_NAME_POSITION_TEXTURE_COLOR ;
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/**Built in shader for 2d. Support Position, Texture and Color vertex attribute, but without multiply vertex by MVP matrix.*/
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static const char * SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP ;
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/**Built in shader for 2d. Support Position, Texture vertex attribute, but include alpha test.*/
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static const char * SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST ;
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/**Built in shader for 2d. Support Position, Texture and Color vertex attribute, include alpha test and without multiply vertex by MVP matrix.*/
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static const char * SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV ;
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/**Built in shader for 2d. Support Position, Color vertex attribute.*/
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static const char * SHADER_NAME_POSITION_COLOR ;
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/**Built in shader for 2d. Support Position, Color, Texture vertex attribute. texture coordinate will used as point size.*/
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static const char * SHADER_NAME_POSITION_COLOR_TEXASPOINTSIZE ;
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/**Built in shader for 2d. Support Position, Color vertex attribute, without multiply vertex by MVP matrix.*/
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static const char * SHADER_NAME_POSITION_COLOR_NO_MVP ;
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# if CC_TARGET_PLATFORM == CC_PLATFORM_WP8 || defined(WP8_SHADER_COMPILER)
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/**Built in shader for 2d. Support Position, Color vertex attribute, without multiply vertex by MVP matrix and have a grey scale fragment shader.*/
static const char * SHADER_NAME_POSITION_COLOR_NO_MVP_GRAYåSCALE ;
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# endif
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/**Built in shader for 2d. Support Position, Texture vertex attribute.*/
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static const char * SHADER_NAME_POSITION_TEXTURE ;
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/**Built in shader for 2d. Support Position, Texture vertex attribute. with a specified uniform as color*/
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static const char * SHADER_NAME_POSITION_TEXTURE_U_COLOR ;
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/**Built in shader for 2d. Support Position, Texture and Color vertex attribute. but alpha will be the multiplication of color attribute and texture.*/
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static const char * SHADER_NAME_POSITION_TEXTURE_A8_COLOR ;
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/**Built in shader for 2d. Support Position, with color specified by a uniform.*/
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static const char * SHADER_NAME_POSITION_U_COLOR ;
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/**Built in shader for draw a sector with 90 degrees with center at bottom left point.*/
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static const char * SHADER_NAME_POSITION_LENGTH_TEXTURE_COLOR ;
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/** @{
Built in shader for label and label with effects .
*/
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static const char * SHADER_NAME_LABEL_NORMAL ;
static const char * SHADER_NAME_LABEL_OUTLINE ;
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static const char * SHADER_NAME_LABEL_DISTANCEFIELD_NORMAL ;
static const char * SHADER_NAME_LABEL_DISTANCEFIELD_GLOW ;
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/**Built in shader used for 3D, support Position vertex attribute, with color specified by a uniform.*/
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static const char * SHADER_3D_POSITION ;
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/**Built in shader used for 3D, support Position and Texture vertex attribute, with color specified by a uniform.*/
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static const char * SHADER_3D_POSITION_TEXTURE ;
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/**
Built in shader used for 3 D , support Position ( Skeletal animation by hardware skin ) and Texture vertex attribute ,
with color specified by a uniform .
*/
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static const char * SHADER_3D_SKINPOSITION_TEXTURE ;
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/**
Built in shader used for 3 D , support Position and Normal vertex attribute , used in lighting . with color specified by a uniform .
*/
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static const char * SHADER_3D_POSITION_NORMAL ;
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/**
Built in shader used for 3 D , support Position , Normal , Texture vertex attribute , used in lighting . with color specified by a uniform .
*/
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static const char * SHADER_3D_POSITION_NORMAL_TEXTURE ;
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/**
Built in shader used for 3 D , support Position ( skeletal animation by hardware skin ) , Normal , Texture vertex attribute ,
used in lighting . with color specified by a uniform .
*/
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static const char * SHADER_3D_SKINPOSITION_NORMAL_TEXTURE ;
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/**
Built in shader for particles , support Position and Texture , with a color specified by a uniform .
*/
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static const char * SHADER_3D_PARTICLE_TEXTURE ;
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/**
Built in shader for particles , support Position , with a color specified by a uniform .
*/
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static const char * SHADER_3D_PARTICLE_COLOR ;
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/**
Built in shader for skybox
*/
static const char * SHADER_3D_SKYBOX ;
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/**
end of built shader types .
@ }
*/
/**
@ name Built uniform names
@ {
*/
/**Ambient Color uniform.*/
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static const char * UNIFORM_NAME_AMBIENT_COLOR ;
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/**Projection Matrix uniform.*/
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static const char * UNIFORM_NAME_P_MATRIX ;
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/**Model view matrix uniform.*/
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static const char * UNIFORM_NAME_MV_MATRIX ;
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/**Model view projection uniform.*/
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static const char * UNIFORM_NAME_MVP_MATRIX ;
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/**Normal matrix uniform.*/
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static const char * UNIFORM_NAME_NORMAL_MATRIX ;
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/**Time uniform.*/
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static const char * UNIFORM_NAME_TIME ;
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/**Sin time uniform.*/
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static const char * UNIFORM_NAME_SIN_TIME ;
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/**Cos time uniform.*/
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static const char * UNIFORM_NAME_COS_TIME ;
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/**Random number uniform.*/
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static const char * UNIFORM_NAME_RANDOM01 ;
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/**
@ { Sampler uniform 0 - 3 , used for textures .
*/
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static const char * UNIFORM_NAME_SAMPLER0 ;
static const char * UNIFORM_NAME_SAMPLER1 ;
static const char * UNIFORM_NAME_SAMPLER2 ;
static const char * UNIFORM_NAME_SAMPLER3 ;
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/**
@ }
*/
/**Alpha test value uniform.*/
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static const char * UNIFORM_NAME_ALPHA_TEST_VALUE ;
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/**
end of Built uniform names
@ }
*/
/**
@ name Built Attribute names
@ {
*/
/**Attribute color.*/
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static const char * ATTRIBUTE_NAME_COLOR ;
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/**Attribute position.*/
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static const char * ATTRIBUTE_NAME_POSITION ;
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/**@{ Attribute Texcoord 0-3.*/
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static const char * ATTRIBUTE_NAME_TEX_COORD ;
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static const char * ATTRIBUTE_NAME_TEX_COORD1 ;
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static const char * ATTRIBUTE_NAME_TEX_COORD2 ;
static const char * ATTRIBUTE_NAME_TEX_COORD3 ;
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/**@}*/
/**Attribute normal.*/
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static const char * ATTRIBUTE_NAME_NORMAL ;
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/**Attribute blend weight.*/
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static const char * ATTRIBUTE_NAME_BLEND_WEIGHT ;
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/**Attribute blend index.*/
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static const char * ATTRIBUTE_NAME_BLEND_INDEX ;
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/**
end of Built Attribute names
@ }
*/
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/**Constructor.*/
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GLProgram ( ) ;
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/**Destructor.*/
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virtual ~ GLProgram ( ) ;
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# if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
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/** @{Initializes the CCGLProgram with precompiled shader program. */
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static GLProgram * createWithPrecompiledProgramByteArray ( const GLchar * vShaderByteArray , const GLchar * fShaderByteArray ) ;
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bool initWithPrecompiledProgramByteArray ( const GLchar * vShaderByteArray , const GLchar * fShaderByteArray ) ;
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/**@}*/
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# endif
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/** @{
Create or Initializes the GLProgram with a vertex and fragment with bytes array .
* @ js initWithString .
* @ lua initWithString .
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*/
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static GLProgram * createWithByteArrays ( const GLchar * vShaderByteArray , const GLchar * fShaderByteArray ) ;
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bool initWithByteArrays ( const GLchar * vShaderByteArray , const GLchar * fShaderByteArray ) ;
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/**
@ }
*/
/** @{
Create or Initializes the GLProgram with a vertex and fragment with contents of filenames .
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* @ js init
* @ lua init
*/
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static GLProgram * createWithFilenames ( const std : : string & vShaderFilename , const std : : string & fShaderFilename ) ;
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bool initWithFilenames ( const std : : string & vShaderFilename , const std : : string & fShaderFilename ) ;
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/**
@ }
*/
/**@{ Get the uniform or vertex attribute by string name in shader, return null if it does not exist.*/
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Uniform * getUniform ( const std : : string & name ) ;
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VertexAttrib * getVertexAttrib ( const std : : string & name ) ;
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/**@}*/
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/** It will add a new attribute to the shader by calling glBindAttribLocation. */
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void bindAttribLocation ( const std : : string & attributeName , GLuint index ) const ;
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/** Calls glGetAttribLocation. */
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GLint getAttribLocation ( const std : : string & attributeName ) const ;
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/** Calls glGetUniformLocation(). */
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GLint getUniformLocation ( const std : : string & attributeName ) const ;
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/** links the glProgram */
bool link ( ) ;
/** it will call glUseProgram() */
void use ( ) ;
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/** It will create 4 uniforms:
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- kUniformPMatrix
- kUniformMVMatrix
- kUniformMVPMatrix
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- GLProgram : : UNIFORM_SAMPLER
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And it will bind " GLProgram::UNIFORM_SAMPLER " to 0
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*/
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void updateUniforms ( ) ;
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/** calls retrieves the named uniform location for this shader program. */
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GLint getUniformLocationForName ( const char * name ) const ;
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/** calls glUniform1i only if the values are different than the previous call for this same shader program.
* @ js setUniformLocationI32
* @ lua setUniformLocationI32
*/
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void setUniformLocationWith1i ( GLint location , GLint i1 ) ;
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/** calls glUniform2i only if the values are different than the previous call for this same shader program. */
void setUniformLocationWith2i ( GLint location , GLint i1 , GLint i2 ) ;
/** calls glUniform3i only if the values are different than the previous call for this same shader program. */
void setUniformLocationWith3i ( GLint location , GLint i1 , GLint i2 , GLint i3 ) ;
/** calls glUniform4i only if the values are different than the previous call for this same shader program. */
void setUniformLocationWith4i ( GLint location , GLint i1 , GLint i2 , GLint i3 , GLint i4 ) ;
/** calls glUniform2iv only if the values are different than the previous call for this same shader program. */
void setUniformLocationWith2iv ( GLint location , GLint * ints , unsigned int numberOfArrays ) ;
/** calls glUniform3iv only if the values are different than the previous call for this same shader program. */
void setUniformLocationWith3iv ( GLint location , GLint * ints , unsigned int numberOfArrays ) ;
/** calls glUniform4iv only if the values are different than the previous call for this same shader program. */
void setUniformLocationWith4iv ( GLint location , GLint * ints , unsigned int numberOfArrays ) ;
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/** calls glUniform1f only if the values are different than the previous call for this same shader program.
* In js or lua , please use setUniformLocationF32
* @ js NA
*/
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void setUniformLocationWith1f ( GLint location , GLfloat f1 ) ;
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/** calls glUniform2f only if the values are different than the previous call for this same shader program.
* In js or lua , please use setUniformLocationF32
* @ js NA
*/
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void setUniformLocationWith2f ( GLint location , GLfloat f1 , GLfloat f2 ) ;
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/** calls glUniform3f only if the values are different than the previous call for this same shader program.
* In js or lua , please use setUniformLocationF32
* @ js NA
*/
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void setUniformLocationWith3f ( GLint location , GLfloat f1 , GLfloat f2 , GLfloat f3 ) ;
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/** calls glUniform4f only if the values are different than the previous call for this same shader program.
* In js or lua , please use setUniformLocationF32
* @ js NA
*/
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void setUniformLocationWith4f ( GLint location , GLfloat f1 , GLfloat f2 , GLfloat f3 , GLfloat f4 ) ;
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/** calls glUniformfv only if the values are different than the previous call for this same shader program. */
void setUniformLocationWith1fv ( GLint location , const GLfloat * floats , unsigned int numberOfArrays ) ;
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/** calls glUniform2fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith2fv ( GLint location , const GLfloat * floats , unsigned int numberOfArrays ) ;
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/** calls glUniform3fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith3fv ( GLint location , const GLfloat * floats , unsigned int numberOfArrays ) ;
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/** calls glUniform4fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith4fv ( GLint location , const GLfloat * floats , unsigned int numberOfArrays ) ;
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/** calls glUniformMatrix2fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWithMatrix2fv ( GLint location , const GLfloat * matrixArray , unsigned int numberOfMatrices ) ;
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/** calls glUniformMatrix3fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWithMatrix3fv ( GLint location , const GLfloat * matrixArray , unsigned int numberOfMatrices ) ;
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/** calls glUniformMatrix4fv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWithMatrix4fv ( GLint location , const GLfloat * matrixArray , unsigned int numberOfMatrices ) ;
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/**
Update the builtin uniforms if they are different than the previous call for this same shader program .
*/
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void setUniformsForBuiltins ( ) ;
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/**
Update the builtin uniforms if they are different than the previous call for this same shader program .
@ param modelView modelView matrix applied to the built in uniform of the shader .
*/
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void setUniformsForBuiltins ( const Mat4 & modelView ) ;
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/** returns the vertexShader error log */
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std : : string getVertexShaderLog ( ) const ;
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/** returns the fragmentShader error log */
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std : : string getFragmentShaderLog ( ) const ;
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/** returns the program error log */
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std : : string getProgramLog ( ) const ;
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/** Reload all shaders, this function is designed for android
when opengl context lost , so don ' t call it .
*/
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void reset ( ) ;
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/*Get the built in openGL handle of the program.*/
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inline const GLuint getProgram ( ) const { return _program ; }
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//DEPRECATED
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CC_DEPRECATED_ATTRIBUTE bool initWithVertexShaderByteArray ( const GLchar * vertexByteArray , const GLchar * fragByteArray )
{ return initWithByteArrays ( vertexByteArray , fragByteArray ) ; }
CC_DEPRECATED_ATTRIBUTE bool initWithVertexShaderFilename ( const std : : string & vertexFilename , const std : : string & fragFilename )
{ return initWithFilenames ( vertexFilename , fragFilename ) ; }
CC_DEPRECATED_ATTRIBUTE void addAttribute ( const std : : string & attributeName , GLuint index ) const { return bindAttribLocation ( attributeName , index ) ; }
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protected :
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/**
Update the uniform data in location .
@ param location The location of the uniform .
@ param data Updated data .
@ oaram bytes Data length in bytes to update .
*/
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bool updateUniformLocation ( GLint location , const GLvoid * data , unsigned int bytes ) ;
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/**Get a general description of the shader.*/
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virtual std : : string getDescription ( ) const ;
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/**Bind the predefined vertex attributes to their specific slot.*/
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void bindPredefinedVertexAttribs ( ) ;
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/**Parse user defined Vertex Attributes automatically.*/
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void parseVertexAttribs ( ) ;
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/**Parse user defined uniform automatically.*/
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void parseUniforms ( ) ;
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/**Compile the shader sources.*/
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bool compileShader ( GLuint * shader , GLenum type , const GLchar * source ) ;
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/**OpenGL handle for program.*/
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GLuint _program ;
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/**OpenGL handle for vertex shader.*/
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GLuint _vertShader ;
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/**OpenGL handle for fragment shader.*/
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GLuint _fragShader ;
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/**Built in uniforms.*/
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GLint _builtInUniforms [ UNIFORM_MAX ] ;
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/**Indicate whether it has a offline shader compiler or not.*/
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bool _hasShaderCompiler ;
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# if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || defined(WP8_SHADER_COMPILER)
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/**Shader ID in precompiled shaders on Windows phone.*/
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std : : string _shaderId ;
# endif
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struct flag_struct {
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unsigned int usesTime : 1 ;
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unsigned int usesNormal : 1 ;
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unsigned int usesMVP : 1 ;
unsigned int usesMV : 1 ;
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unsigned int usesP : 1 ;
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unsigned int usesRandom : 1 ;
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// handy way to initialize the bitfield
flag_struct ( ) { memset ( this , 0 , sizeof ( * this ) ) ; }
} _flags ;
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/**User defined Uniforms.*/
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std : : unordered_map < std : : string , Uniform > _userUniforms ;
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/**User defined vertex attributes.*/
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std : : unordered_map < std : : string , VertexAttrib > _vertexAttribs ;
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/**Hash value of uniforms for quick access.*/
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std : : unordered_map < GLint , std : : pair < GLvoid * , unsigned int > > _hashForUniforms ;
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//cached director pointer for calling
Director * _director ;
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} ;
NS_CC_END
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/**
end of support group
@ }
*/
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# endif /* __CCGLPROGRAM_H__ */