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https://github.com/blawar/GLideN64.git
synced 2024-06-25 05:49:34 +00:00
Code cleaup: remove unused MonochromeCombiner.
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parent
7ba58fe5b6
commit
1266ced083
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@ -111,14 +111,12 @@ void CombinerInfo::init()
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}
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m_shadowmapProgram.reset(gfxContext.createDepthFogShader());
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m_monochromeProgram.reset(gfxContext.createMonochromeShader());
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m_texrectCopyProgram.reset(gfxContext.createTexrectCopyShader());
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}
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void CombinerInfo::destroy()
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{
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m_shadowmapProgram.reset();
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m_monochromeProgram.reset();
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m_texrectCopyProgram.reset();
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m_pCurrent = nullptr;
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@ -317,14 +315,6 @@ void CombinerInfo::setDepthFogCombiner()
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}
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}
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void CombinerInfo::setMonochromeCombiner()
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{
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if (m_monochromeProgram) {
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m_monochromeProgram->activate();
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m_pCurrent = m_monochromeProgram.get();
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}
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}
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ShaderProgram * CombinerInfo::getTexrectCopyProgram()
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{
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return m_texrectCopyProgram.get();
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@ -126,7 +126,6 @@ public:
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void updateParameters();
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void setDepthFogCombiner();
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void setMonochromeCombiner();
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graphics::ShaderProgram * getTexrectCopyProgram();
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graphics::CombinerProgram * getCurrent() const { return m_pCurrent; }
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@ -164,7 +163,6 @@ private:
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graphics::Combiners m_combiners;
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std::unique_ptr<graphics::ShaderProgram> m_shadowmapProgram;
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std::unique_ptr<graphics::ShaderProgram> m_monochromeProgram;
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std::unique_ptr<graphics::ShaderProgram> m_texrectCopyProgram;
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};
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@ -219,11 +219,6 @@ ShaderProgram * Context::createDepthFogShader()
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return m_impl->createDepthFogShader();
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}
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ShaderProgram * Context::createMonochromeShader()
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{
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return m_impl->createMonochromeShader();
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}
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TexrectDrawerShaderProgram * Context::createTexrectDrawerDrawShader()
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{
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return m_impl->createTexrectDrawerDrawShader();
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@ -208,8 +208,6 @@ namespace graphics {
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ShaderProgram * createDepthFogShader();
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ShaderProgram * createMonochromeShader();
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TexrectDrawerShaderProgram * createTexrectDrawerDrawShader();
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ShaderProgram * createTexrectDrawerClearShader();
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@ -49,7 +49,6 @@ namespace graphics {
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virtual bool saveShadersStorage(const Combiners & _combiners) = 0;
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virtual bool loadShadersStorage(Combiners & _combiners) = 0;
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virtual ShaderProgram * createDepthFogShader() = 0;
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virtual ShaderProgram * createMonochromeShader() = 0;
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virtual TexrectDrawerShaderProgram * createTexrectDrawerDrawShader() = 0;
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virtual ShaderProgram * createTexrectDrawerClearShader() = 0;
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virtual ShaderProgram * createTexrectCopyShader() = 0;
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@ -84,66 +84,6 @@ namespace glsl {
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}
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};
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/*---------------MonochromeShaderPart-------------*/
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class MonochromeFragmentShader : public ShaderPart
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{
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public:
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MonochromeFragmentShader(const opengl::GLInfo & _glinfo)
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{
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if (_glinfo.isGLES2) {
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m_part =
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"uniform sampler2D uColorImage; \n"
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"uniform mediump vec2 uScreenSize; \n"
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"void main() \n"
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"{ \n"
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" mediump vec2 coord = gl_FragCoord.xy/uScreenSize; \n"
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" lowp vec4 tex = texture2D(uColorImage, coord); \n"
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" lowp float c = dot(vec4(0.2126, 0.7152, 0.0722, 0.0), tex); \n"
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" gl_FragColor = vec4(c, c, c, 1.0); \n"
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"} \n"
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;
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} else {
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if (config.video.multisampling > 0) {
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m_part =
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"uniform lowp sampler2DMS uColorImage; \n"
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"uniform lowp int uMSAASamples; \n"
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"OUT lowp vec4 fragColor; \n"
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"lowp vec4 sampleMS() \n"
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"{ \n"
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" mediump ivec2 coord = ivec2(gl_FragCoord.xy); \n"
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" lowp vec4 texel = vec4(0.0); \n"
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" for (int i = 0; i < uMSAASamples; ++i) \n"
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" texel += texelFetch(uColorImage, coord, i); \n"
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" return texel / float(uMSAASamples); \n"
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"} \n"
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" \n"
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"void main() \n"
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"{ \n"
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" lowp vec4 tex = sampleMS(); \n"
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//" lowp float c = (tex.r + tex.g + tex.b) / 3.0f; \n"
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" lowp float c = dot(vec4(0.2126, 0.7152, 0.0722, 0.0), tex);\n"
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" fragColor = vec4(c, c, c, 1.0); \n"
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"} \n"
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;
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} else {
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m_part =
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"uniform sampler2D uColorImage; \n"
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"OUT lowp vec4 fragColor; \n"
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"void main() \n"
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"{ \n"
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" mediump ivec2 coord = ivec2(gl_FragCoord.xy); \n"
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" lowp vec4 tex = texelFetch(uColorImage, coord, 0); \n"
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//" lowp float c = (tex.r + tex.g + tex.b) / 3.0f; \n"
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" lowp float c = dot(vec4(0.2126, 0.7152, 0.0722, 0.0), tex);\n"
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" fragColor = vec4(c, c, c, 1.0); \n"
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"} \n"
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;
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}
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}
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}
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};
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/*---------------TexrectDrawerShaderPart-------------*/
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class TexrectDrawerTex3PointFilter : public ShaderPart
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@ -510,31 +450,6 @@ namespace glsl {
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int m_loc;
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};
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/*---------------MonochromeShader-------------*/
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typedef SpecialShader<VertexShaderRectNocolor, MonochromeFragmentShader> MonochromeShaderBase;
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class MonochromeShader : public MonochromeShaderBase
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{
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public:
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MonochromeShader(const opengl::GLInfo & _glinfo,
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opengl::CachedUseProgram * _useProgram,
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const ShaderPart * _vertexHeader,
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const ShaderPart * _fragmentHeader)
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: MonochromeShaderBase(_glinfo, _useProgram, _vertexHeader, _fragmentHeader)
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{
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m_useProgram->useProgram(m_program);
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const int texLoc = glGetUniformLocation(GLuint(m_program), "uColorImage");
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if (config.video.multisampling > 0) {
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glUniform1i(texLoc, u32(graphics::textureIndices::MSTex[0]));
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const int samplesLoc = glGetUniformLocation(GLuint(m_program), "uMSAASamples");
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glUniform1i(samplesLoc, config.video.multisampling);
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} else
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glUniform1i(texLoc, u32(graphics::textureIndices::Tex[0]));
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m_useProgram->useProgram(graphics::ObjectHandle::null);
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}
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};
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/*---------------TexrectDrawerShader-------------*/
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class TexrectDrawerShaderDraw : public graphics::TexrectDrawerShaderProgram
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@ -745,11 +660,6 @@ namespace glsl {
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return new ShadowMapShader(m_glinfo, m_useProgram, m_vertexHeader, m_fragmentHeader);
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}
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graphics::ShaderProgram * SpecialShadersFactory::createMonochromeShader() const
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{
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return new MonochromeShader(m_glinfo, m_useProgram, m_vertexHeader, m_fragmentHeader);
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}
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graphics::TexrectDrawerShaderProgram * SpecialShadersFactory::createTexrectDrawerDrawShader() const
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{
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return new TexrectDrawerShaderDraw(m_glinfo, m_useProgram, m_vertexHeader, m_fragmentHeader);
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@ -24,8 +24,6 @@ namespace glsl {
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graphics::ShaderProgram * createShadowMapShader() const;
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graphics::ShaderProgram * createMonochromeShader() const;
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graphics::TexrectDrawerShaderProgram * createTexrectDrawerDrawShader() const;
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graphics::ShaderProgram * createTexrectDrawerClearShader() const;
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@ -341,11 +341,6 @@ graphics::ShaderProgram * ContextImpl::createDepthFogShader()
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return m_specialShadersFactory->createShadowMapShader();
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}
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graphics::ShaderProgram * ContextImpl::createMonochromeShader()
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{
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return m_specialShadersFactory->createMonochromeShader();
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}
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graphics::TexrectDrawerShaderProgram * ContextImpl::createTexrectDrawerDrawShader()
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{
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return m_specialShadersFactory->createTexrectDrawerDrawShader();
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@ -106,8 +106,6 @@ namespace opengl {
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graphics::ShaderProgram * createDepthFogShader() override;
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graphics::ShaderProgram * createMonochromeShader() override;
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graphics::TexrectDrawerShaderProgram * createTexrectDrawerDrawShader() override;
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graphics::ShaderProgram * createTexrectDrawerClearShader() override;
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