makeing code more readable
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a5327a68b8
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@ -41,7 +41,7 @@ namespace
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int compare( const QSGMaterial* ) const override;
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int compare( const QSGMaterial* ) const override;
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private:
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private:
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uint m_textureId;
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uint m_textureId = 0;
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const bool m_isOpaque : 1;
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const bool m_isOpaque : 1;
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};
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};
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@ -51,16 +51,11 @@ namespace
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setShaderSourceFile( QOpenGLShader::Vertex,
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setShaderSourceFile( QOpenGLShader::Vertex,
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QStringLiteral( ":/qt-project.org/scenegraph/shaders/opaquetexture.vert" ) );
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QStringLiteral( ":/qt-project.org/scenegraph/shaders/opaquetexture.vert" ) );
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if ( m_isOpaque )
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const auto fragmentShaderFile = m_isOpaque
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{
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? QStringLiteral( ":/qt-project.org/scenegraph/shaders/opaquetexture.frag" )
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setShaderSourceFile( QOpenGLShader::Fragment,
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: QStringLiteral( ":/qt-project.org/scenegraph/shaders/texture.frag" );
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QStringLiteral( ":/qt-project.org/scenegraph/shaders/opaquetexture.frag" ) );
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}
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setShaderSourceFile( QOpenGLShader::Fragment, fragmentShaderFile );
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else
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{
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setShaderSourceFile( QOpenGLShader::Fragment,
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QStringLiteral( ":/qt-project.org/scenegraph/shaders/texture.frag" ) );
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}
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}
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}
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char const* const* MaterialShader::attributeNames() const
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char const* const* MaterialShader::attributeNames() const
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@ -98,8 +93,7 @@ namespace
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}
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}
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Material::Material( bool isOpaque )
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Material::Material( bool isOpaque )
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: m_textureId( 0 )
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: m_isOpaque( isOpaque )
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, m_isOpaque( isOpaque )
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{
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{
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setFlag( Blending, true ); // alpha blending
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setFlag( Blending, true ); // alpha blending
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}
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}
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