#pragma once #include "GLSLShader.h" namespace Aftr { class Model; class GLSLShaderDiscardAlphaRange : public GLSLShader { public: static GLSLShaderDiscardAlphaRange* New( float alpha, float epsilon ); //GLSLShaderDiscardAlphaRange( float alpha, float epsilon ); virtual ~GLSLShaderDiscardAlphaRange(); GLSLShaderDiscardAlphaRange& operator =( const GLSLShaderDiscardAlphaRange& shader ); void setEpsilon( float epsilon ); void setAlphaDiscardRange( float alphaDiscardRange ); /** Returns a copy of this instance. This is identical to invoking the copy constructor with the addition that this preserves the polymorphic type. That is, if this was a subclass of GLSLShader with additional members and methods, this will internally create the shader instance as that subclass, thereby preserving polymorphic behavior, members, and methods. This is in contrast with a copy constructor in the case where one performs: GLSLShader* myCopy = new GLSLShader( shaderToBeCopied ); This will always create a GLSLShader* instance, not a subclass corresponding to the exact type of shaderToBeCopied. */ virtual GLSLShader* getCopyOfThisInstance(); protected: GLSLShaderDiscardAlphaRange( GLSLShaderDataShared* dataShared, float alpha, float epsilon ); GLSLShaderDiscardAlphaRange( const GLSLShaderDiscardAlphaRange& ); GLSLUniform* ualpha; GLSLUniform* uepsilon; }; }