#pragma once #ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_ #include "shaderGen/GLSL/shaderFeatureGLSL.h" #endif #ifndef _LANG_ELEMENT_H_ #include "shaderGen/langElement.h" #endif #ifndef _GFXDEVICE_H_ #include "gfx/gfxDevice.h" #endif #ifndef _FEATUREMGR_H_ #include "shaderGen/featureMgr.h" #endif #ifndef _MATERIALFEATURETYPES_H_ #include "materials/materialFeatureTypes.h" #endif #ifndef _MATERIALFEATUREDATA_H_ #include "materials/materialFeatureData.h" #endif /// This should be the final feature on most pixel shaders which /// encodes the color for the current HDR target format. /// @see HDRPostFx /// @see LightManager /// @see torque.hlsl class DebugVizGLSL : public ShaderFeatureGLSL { protected: ShaderIncludeDependency mTorqueDep; public: DebugVizGLSL(); virtual void processPix(Vector& componentList, const MaterialFeatureData& fd); virtual String getName() { return "Debug Viz"; } };