implemented SDL3 as an option for window manager
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25
TSE_OpenGlImpl/src/shader/ditheringShader.hpp
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25
TSE_OpenGlImpl/src/shader/ditheringShader.hpp
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#pragma once
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#include "Shader.hpp"
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namespace TSE::OpenGL
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{
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class DitheringShader : public Shader
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{
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private:
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static DitheringShader* instance;
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public:
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static DitheringShader* Instance();
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static void Destroy();
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static void Init(float width, float height);
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DitheringShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
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protected:
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void OnEnable() const override;
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void OnDisable() const override;
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void OnFlush() override;
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void OnDrawCall(int indexCount) override;
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void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
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};
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} // namespace TSE::OpenGL
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