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/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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*/
package com.jme3.shader;
import com.jme3.asset.AssetManager;
import com.jme3.shader.Shader.ShaderType;
/**
* This shader Generator can generate Vertex and Fragment shaders from
* ShaderNodes for GLESSL 3.0
* Nowadays it's just a subclass of Glsl150ShaderGenerator overriding the version
* string because GLSL 1.5 is mostly compatible with GLESSL 3.0
*
* @author Nehon
* @author Joliver82
*/
public class Glsl300ShaderGenerator extends Glsl150ShaderGenerator {
/**
* Creates a Glsl300ShaderGenerator
*
* @param assetManager the assetmanager
*/
public Glsl300ShaderGenerator(AssetManager assetManager) {
super(assetManager);
}
@Override
protected String getLanguageAndVersion(ShaderType type) {
return "GLSL300";
}
}
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