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								///////////////////////////////////////////////////////////////////////////////////
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								// Copyright (C) 2012 maintech GmbH, Otto-Hahn-Str. 15, 97204 Hoechberg, Germany //
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								// written by Christian Daniel                                                   //
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								// Copyright (C) 2015-2019 Edouard Griffiths, F4EXB <f4exb06@gmail.com>          //
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								// Copyright (C) 2022 Jon Beniston, M7RCE <jon@beniston.com>                     //
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								//                                                                               //
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								// Inspired by:                                                                  //
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								// https://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_03    //                                                                             //
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								//                                                                               //
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								// This program is free software; you can redistribute it and/or modify          //
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								// it under the terms of the GNU General Public License as published by          //
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								// the Free Software Foundation as version 3 of the License, or                  //
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								// (at your option) any later version.                                           //
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								//                                                                               //
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								// This program is distributed in the hope that it will be useful,               //
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of                //
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the                  //
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								// GNU General Public License V3 for more details.                               //
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								//                                                                               //
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								// You should have received a copy of the GNU General Public License             //
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								// along with this program. If not, see <http://www.gnu.org/licenses/>.          //
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								///////////////////////////////////////////////////////////////////////////////////
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								#ifndef INCLUDE_GUI_GLSHADERCOLORS_H_
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								#define INCLUDE_GUI_GLSHADERCOLORS_H_
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								#include <QString>
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								#include <QOpenGLFunctions>
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								#include <QOpenGLVertexArrayObject>
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								#include <QOpenGLBuffer>
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								#include "export.h"
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								class QOpenGLShaderProgram;
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								class QMatrix4x4;
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								class QVector4D;
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								class SDRGUI_API GLShaderColors
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								{
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								public:
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									GLShaderColors();
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									~GLShaderColors();
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									void initializeGL(int majorVersion, int minorVersion);
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								    void drawPoints(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
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									void drawPolyline(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
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									void drawSegments(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
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									void drawContour(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
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									void drawSurface(const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
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									void cleanup();
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								private:
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									void draw(unsigned int mode, const QMatrix4x4& transformMatrix, GLfloat *vertices, GLfloat *colors, GLfloat alpha, int nbVertices);
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									QOpenGLShaderProgram *m_program;
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								    QOpenGLVertexArrayObject *m_vao;
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								    QOpenGLBuffer *m_verticesBuf;
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								    QOpenGLBuffer *m_colorBuf;
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									int m_matrixLoc;
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								    int m_alphaLoc;
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									static const QString m_vertexShaderSourceSimple2;
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									static const QString m_vertexShaderSourceSimple;
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									static const QString m_fragmentShaderSourceColored2;
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									static const QString m_fragmentShaderSourceColored;
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								};
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								#endif /* INCLUDE_GUI_GLSHADERCOLORS_H_ */
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