mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
42 lines
943 B
C++
42 lines
943 B
C++
#pragma once
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#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
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#include "shaderGen/GLSL/shaderFeatureGLSL.h"
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#endif
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#ifndef _LANG_ELEMENT_H_
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#include "shaderGen/langElement.h"
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#endif
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _FEATUREMGR_H_
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#include "shaderGen/featureMgr.h"
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#endif
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#ifndef _MATERIALFEATURETYPES_H_
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#include "materials/materialFeatureTypes.h"
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#endif
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#ifndef _MATERIALFEATUREDATA_H_
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#include "materials/materialFeatureData.h"
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#endif
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/// This should be the final feature on most pixel shaders which
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/// encodes the color for the current HDR target format.
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/// @see HDRPostFx
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/// @see LightManager
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/// @see torque.hlsl
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class DebugVizGLSL : public ShaderFeatureGLSL
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{
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protected:
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ShaderIncludeDependency mTorqueDep;
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public:
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DebugVizGLSL();
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void processPix(Vector<ShaderComponent*>& componentList,
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const MaterialFeatureData& fd) override;
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String getName() override { return "Debug Viz"; }
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};
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