activate(SceneRenderer &renderer) override | WSGLDepthShaderImplementation | virtual |
deactivate(SceneRenderer &renderer) override | WSGLDepthShaderImplementation | virtual |
getFactory() const override | TypedShaderImplementation< DepthShader, WSGLRenderer, WSGLDepthShaderImplementation > | inlinevirtual |
getSceneRendererType() const | TypedShaderImplementation< DepthShader, WSGLRenderer, WSGLDepthShaderImplementation > | inlinevirtual |
getShader() | TypedShaderImplementation< DepthShader, WSGLRenderer, WSGLDepthShaderImplementation > | inlineprotected |
getShader() const | TypedShaderImplementation< DepthShader, WSGLRenderer, WSGLDepthShaderImplementation > | inlineprotected |
getTypedRenderer(SceneRenderer &renderer) | TypedShaderImplementation< DepthShader, WSGLRenderer, WSGLDepthShaderImplementation > | inlineprotectedstatic |
registerImplementation() | TypedShaderImplementation< DepthShader, WSGLRenderer, WSGLDepthShaderImplementation > | inlinestatic |
renderCurrentModel(SceneRenderer &renderer) override | WSGLDepthShaderImplementation | virtual |
renderCurrentModelGlyphs(SceneRenderer &renderer) override | WSGLDepthShaderImplementation | virtual |
renderer_type typedef | TypedShaderImplementation< DepthShader, WSGLRenderer, WSGLDepthShaderImplementation > | |
shader_type typedef | TypedShaderImplementation< DepthShader, WSGLRenderer, WSGLDepthShaderImplementation > | |
ShaderImplementation()=default | ShaderImplementation | protected |
TypedShaderImplementation(DepthShader &shader) | TypedShaderImplementation< DepthShader, WSGLRenderer, WSGLDepthShaderImplementation > | inline |
WSGLDepthShaderImplementation(DepthShader &shader) | WSGLDepthShaderImplementation | |
~ShaderImplementation()=default | ShaderImplementation | virtual |
~TypedShaderImplementation()=default | TypedShaderImplementation< DepthShader, WSGLRenderer, WSGLDepthShaderImplementation > | virtual |
~WSGLDepthShaderImplementation() override | WSGLDepthShaderImplementation | |