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https://github.com/JulianGro/overte.git
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Merge pull request #4006 from samcake/temp0
Adding the use of AutoScribeShaders to the build for the equivalent of model.frag and .vert
This commit is contained in:
commit
8e95020a87
8 changed files with 134 additions and 34 deletions
83
cmake/macros/AutoScribeShader.cmake
Executable file
83
cmake/macros/AutoScribeShader.cmake
Executable file
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#
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# AutoScribeShader.cmake
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#
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# Created by Sam Gateau on 12/17/14.
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# Copyright 2014 High Fidelity, Inc.
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#
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# Distributed under the Apache License, Version 2.0.
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# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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#
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function(AUTOSCRIBE_SHADER SHADER_FILE)
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# Grab include files
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foreach(includeFile ${ARGN})
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list(APPEND SHADER_INCLUDE_FILES ${includeFile})
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endforeach()
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#Extract the unique include shader paths
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foreach(SHADER_INCLUDE ${SHADER_INCLUDE_FILES})
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get_filename_component(INCLUDE_DIR ${SHADER_INCLUDE} PATH)
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list(APPEND SHADER_INCLUDES_PATHS ${INCLUDE_DIR})
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endforeach()
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list(REMOVE_DUPLICATES SHADER_INCLUDES_PATHS)
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# make the scribe include arguments
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set(SCRIBE_INCLUDES)
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foreach(INCLUDE_PATH ${SHADER_INCLUDES_PATHS})
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set(SCRIBE_INCLUDES ${SCRIBE_INCLUDES} -I ${INCLUDE_PATH}/)
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endforeach()
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# Define the final name of the generated shader file
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get_filename_component(SHADER_TARGET ${SHADER_FILE} NAME_WE)
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get_filename_component(SHADER_EXT ${SHADER_FILE} EXT)
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if(SHADER_EXT STREQUAL .slv)
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set(SHADER_TARGET ${SHADER_TARGET}_vert.h)
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elseif(${SHADER_EXT} STREQUAL .slf)
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set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
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endif()
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# Target dependant Custom rule on the SHADER_FILE
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if (APPLE)
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set(GLPROFILE MAC_GL)
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set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
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else (APPLE)
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set(GLPROFILE PC_GL)
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set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
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endif()
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#output the generated file name
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set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET} PARENT_SCOPE)
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file(GLOB INCLUDE_FILES ${SHADER_TARGET})
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endfunction()
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macro(AUTOSCRIBE_SHADER_LIB)
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file(GLOB_RECURSE SHADER_INCLUDE_FILES src/*.slh)
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file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf)
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#message(${SHADER_INCLUDE_FILES})
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foreach(SHADER_FILE ${SHADER_SOURCE_FILES})
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AUTOSCRIBE_SHADER(${SHADER_FILE} ${SHADER_INCLUDE_FILES})
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list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_SHADER_RETURN})
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endforeach()
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#message(${AUTOSCRIBE_SHADER_SRC})
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if (WIN32)
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source_group("Shaders" FILES ${SHADER_INCLUDE_FILES})
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source_group("Shaders" FILES ${SHADER_SOURCE_FILES})
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source_group("Shaders" FILES ${AUTOSCRIBE_SHADER_SRC})
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endif()
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list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_INCLUDE_FILES})
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list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_SOURCE_FILES})
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list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${AUTOSCRIBE_SHADER_SRC})
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endmacro()
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@ -16,7 +16,7 @@ macro(SETUP_HIFI_LIBRARY)
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set(LIB_SRCS ${LIB_SRCS})
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# create a library and set the property so it can be referenced later
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add_library(${TARGET_NAME} ${LIB_SRCS} ${AUTOMTC_SRC})
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add_library(${TARGET_NAME} ${LIB_SRCS} ${AUTOMTC_SRC} ${AUTOSCRIBE_SHADER_LIB_SRC})
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set(${TARGET_NAME}_DEPENDENCY_QT_MODULES ${ARGN})
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list(APPEND ${TARGET_NAME}_DEPENDENCY_QT_MODULES Core)
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@ -1,11 +1,13 @@
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set(TARGET_NAME render-utils)
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# use setup_hifi_library macro to setup our project and link appropriate Qt modules
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setup_hifi_library(Widgets OpenGL Network Script)
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include_glm()
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link_hifi_libraries(animation fbx shared gpu)
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# call macro to include our dependency includes and bubble them up via a property on our target
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include_dependency_includes()
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set(TARGET_NAME render-utils)
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AUTOSCRIBE_SHADER_LIB()
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# use setup_hifi_library macro to setup our project and link appropriate Qt modules
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setup_hifi_library(Widgets OpenGL Network Script)
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include_glm()
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link_hifi_libraries(animation fbx shared gpu)
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# call macro to include our dependency includes and bubble them up via a property on our target
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include_dependency_includes()
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22
libraries/render-utils/src/Config.slh
Executable file
22
libraries/render-utils/src/Config.slh
Executable file
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@ -0,0 +1,22 @@
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<!
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// Config.slh
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// interface/src
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//
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// Created by Sam Gateau on 12/17/14.
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// Copyright 2013 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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!>
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<@if not CONFIG_SLH@>
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<@def CONFIG_SLH@>
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<@if GLPROFILE == PC_GL @>
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<@def VERSION_HEADER #version 330 compatibility@>
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<@elif GLPROFILE == MAC_GL @>
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<@def VERSION_HEADER #version 120@>
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<@else@>
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<@def VERSION_HEADER #version 120@>
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<@endif@>
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<@endif@>
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@ -35,6 +35,8 @@
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#include "GlowEffect.h"
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#include "Model.h"
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#include "model_vert.h"
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#include "model_frag.h"
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#define GLBATCH( call ) batch._##call
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//#define GLBATCH( call ) call
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@ -233,8 +235,8 @@ void Model::initJointTransforms() {
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void Model::init() {
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if (!_program.isLinked()) {
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_program.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/model.vert");
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_program.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/model.frag");
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_program.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_program.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
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initProgram(_program, _locations);
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@ -245,8 +247,7 @@ void Model::init() {
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initProgram(_normalMapProgram, _normalMapLocations);
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_specularMapProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/model.vert");
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_specularMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_specularMapProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_specular_map.frag");
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@ -259,8 +260,7 @@ void Model::init() {
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initProgram(_normalSpecularMapProgram, _normalSpecularMapLocations);
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_translucentProgram.addShaderFromSourceFile(QGLShader::Vertex,
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PathUtils::resourcesPath() + "shaders/model.vert");
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_translucentProgram.addShaderFromSourceCode(QGLShader::Vertex, model_vert);
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_translucentProgram.addShaderFromSourceFile(QGLShader::Fragment,
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PathUtils::resourcesPath() + "shaders/model_translucent.frag");
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@ -300,7 +300,7 @@ void Model::init() {
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PathUtils::resourcesPath() + "shaders/model_shadow.frag");
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_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, PathUtils::resourcesPath() + "shaders/skin_model.vert");
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_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, PathUtils::resourcesPath() + "shaders/model.frag");
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_skinProgram.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
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initSkinProgram(_skinProgram, _skinLocations);
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6
interface/resources/shaders/model.frag → libraries/render-utils/src/model.slf
Normal file → Executable file
6
interface/resources/shaders/model.frag → libraries/render-utils/src/model.slf
Normal file → Executable file
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#version 120
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//
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<@include Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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// model.frag
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// fragment shader
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//
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interface/resources/shaders/model.vert → libraries/render-utils/src/model.slv
Normal file → Executable file
6
interface/resources/shaders/model.vert → libraries/render-utils/src/model.slv
Normal file → Executable file
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#version 120
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//
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<@include Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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// model.vert
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// vertex shader
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//
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@ -192,16 +192,9 @@ int main (int argc, char** argv) {
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targetStringStream << "#ifndef scribe_" << targetName << "_h" << std::endl;
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targetStringStream << "#define scribe_" << targetName << "_h" << std::endl << std::endl;
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targetStringStream << "const char " << targetName << "[] = {\n\"";
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std::stringstream destStringStreamAgain(destStringStream.str());
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while (!destStringStreamAgain.eof()) {
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std::string line;
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std::getline(destStringStreamAgain, line);
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targetStringStream << line << " \\n\\\n";
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}
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targetStringStream << "\"};" << std::endl << std::endl;
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targetStringStream << "const char " << targetName << "[] = R\"XXXX(" << destStringStream.str() << ")XXXX\";";
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targetStringStream << std::endl << std::endl;
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targetStringStream << "#endif" << std::endl;
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} else {
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targetStringStream << destStringStream.str();
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