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								// Copyright 2008 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include <string>
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								#include <unordered_map>
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								#include "Common/GL/GLUtil.h"
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								#include "VideoBackends/OGL/ProgramShaderCache.h"
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								#include "VideoCommon/PostProcessing.h"
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								#include "VideoCommon/VideoCommon.h"
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								namespace OGL
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								{
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								class OpenGLPostProcessing : public PostProcessingShaderImplementation
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								{
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								public:
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								  OpenGLPostProcessing();
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								  ~OpenGLPostProcessing();
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								  void BlitFromTexture(TargetRectangle src, TargetRectangle dst, int src_texture, int src_width,
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								                       int src_height, int layer);
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								  void ApplyShader();
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								private:
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								  bool m_initialized;
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								  SHADER m_shader;
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								  GLuint m_uniform_resolution;
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								  GLuint m_uniform_src_rect;
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								  GLuint m_uniform_time;
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								  GLuint m_uniform_layer;
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								  std::string m_glsl_header;
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								  std::unordered_map<std::string, GLuint> m_uniform_bindings;
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								  void CreateHeader();
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								  std::string LoadShaderOptions();
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								};
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								}  // namespace
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