Hyprland/src/render/Shader.hpp

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#pragma once
#include "../defines.hpp"
#include <unordered_map>
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class CShader {
public:
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~CShader();
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GLuint program = 0;
GLint proj = -1;
GLint color = -1;
GLint alphaMatte = -1;
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GLint tex = -1;
GLint alpha = -1;
GLint posAttrib = -1;
GLint texAttrib = -1;
GLint matteTexAttrib = -1;
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GLint discardOpaque = -1;
GLint discardAlpha = -1;
GLfloat discardAlphaValue = -1;
GLint topLeft = -1;
GLint bottomRight = -1;
GLint fullSize = -1;
GLint fullSizeUntransformed = -1;
GLint radius = -1;
GLint radiusOuter = -1;
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GLint thick = -1;
GLint halfpixel = -1;
GLint range = -1;
GLint shadowPower = -1;
GLint useAlphaMatte = -1; // always inverted
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GLint applyTint = -1;
GLint tint = -1;
GLint gradient = -1;
GLint gradientLength = -1;
GLint angle = -1;
GLint time = -1;
GLint distort = -1;
GLint output = -1;
// Blur prepare
GLint contrast = -1;
// Blur
GLint passes = -1; // Used by `vibrancy`
GLint vibrancy = -1;
GLint vibrancy_darkness = -1;
// Blur finish
GLint brightness = -1;
GLint noise = -1;
GLint getUniformLocation(const std::string&);
void destroy();
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private:
std::unordered_map<std::string, GLint> m_muUniforms;
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};