#pragma once #include "GLSLShader.h" #include "VectorFwd.h" namespace Aftr { class Model; class GLSLShaderDiscardColorRange : public GLSLShader { public: static GLSLShaderDiscardColorRange* New( const Vector& color, float epsilon ); virtual ~GLSLShaderDiscardColorRange(); GLSLShaderDiscardColorRange& operator =( const GLSLShaderDiscardColorRange& shader ); /** 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: GLSLShaderDiscardColorRange( GLSLShaderDataShared* dataShared, const Vector& color, float epsilon ); GLSLShaderDiscardColorRange( const GLSLShaderDiscardColorRange& toCopy ); }; }