Add initial prototype.
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@@ -0,0 +1,51 @@
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with
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ada.Strings.fixed;
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package body openGL.Program.lit.textured_skinned
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is
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overriding
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procedure define (Self : in out Item; use_vertex_Shader : in Shader.view;
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use_fragment_Shader : in Shader.view)
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is
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use ada.Strings,
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ada.Strings.fixed;
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begin
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openGL.Program.lit.item (Self).define (use_vertex_Shader,
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use_fragment_Shader); -- Define base class.
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for i in Self.bone_transform_Uniforms'Range
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loop
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Self.bone_transform_Uniforms (i).define (Self'Access,
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"bone_Matrices[" & Trim (Integer'Image (i - 1), Left) & "]");
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end loop;
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end define;
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overriding
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procedure set_Uniforms (Self : in Item)
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is
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begin
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openGL.Program.lit.item (Self).set_Uniforms;
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-- Texture
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--
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declare
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sampler_Uniform : constant Variable.uniform.int := Self.uniform_Variable ("sTexture");
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begin
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sampler_Uniform.Value_is (0);
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end;
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end set_Uniforms;
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procedure bone_Transform_is (Self : in Item; Which : in Integer;
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Now : in Matrix_4x4)
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is
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begin
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Self.bone_transform_Uniforms (Which).Value_is (Now);
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end bone_Transform_is;
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end openGL.Program.lit.textured_skinned;
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