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@ -82,7 +82,10 @@ void shaders(py::module& m) {
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"Phong", "Phong shader"}; |
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phong.attr("POSITION") = GL::DynamicAttribute{Shaders::Phong::Position{}}; |
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phong.attr("NORMAL") = GL::DynamicAttribute{Shaders::Phong::Normal{}}; |
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phong.attr("TANGENT") = GL::DynamicAttribute{Shaders::Phong::Tangent{}}; |
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phong.attr("TEXTURE_COORDINATES") = GL::DynamicAttribute{Shaders::Phong::TextureCoordinates{}}; |
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phong.attr("COLOR3") = GL::DynamicAttribute{Shaders::Phong::Color3{}}; |
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phong.attr("COLOR4") = GL::DynamicAttribute{Shaders::Phong::Color4{}}; |
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py::enum_<Shaders::Phong::Flag> flags{phong, "Flags", "Flags"}; |
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@ -90,8 +93,12 @@ void shaders(py::module& m) {
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.value("AMBIENT_TEXTURE", Shaders::Phong::Flag::AmbientTexture) |
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.value("DIFFUSE_TEXTURE", Shaders::Phong::Flag::DiffuseTexture) |
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.value("SPECULAR_TEXTURE", Shaders::Phong::Flag::SpecularTexture) |
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.value("NORMAL_TEXTURE", Shaders::Phong::Flag::NormalTexture) |
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.value("ALPHA_MASK", Shaders::Phong::Flag::AlphaMask) |
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.value("NONE", Shaders::Phong::Flag{}); |
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.value("VERTEX_COLOR", Shaders::Phong::Flag::VertexColor) |
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.value("NONE", Shaders::Phong::Flag{}) |
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/* TODO: OBJECT_ID, once multiple FB outputs and mapDraw is exposed */ |
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; |
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corrade::enumOperators(flags); |
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phong |
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