ELF>s@@,+   "#UH@dH%(HD$81HHt$HD$HFHD$$D$ t0H|$1HT$8dH+%(uhH@]@HT$H|$H5|$HtHt+HH5HPtHuH1Huff.fUH0dH%(HD$(1HH4$HD$HFHD$D$t*H111HT$(dH+%(u-H0]fDHI1MuHfUSHHdH%(HD$81HHt$HD$HFHD$$D$ HD$t6H|$1HT$8dH+%(HH[]DHt$H|$tHl$H=HtHH=uHuHc@HH=tHH=tHUH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uVH0]fDHHuӐtHoHHuH@HHH;tHUH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$u=H(HtD$9D$t:H111HT$(dH+%(uVH0]fDHHuӐtHo8HuH@HHH;tHATH0fnFdH%(HD$(1HH4$HD$HGfnȉD$fbfD$uDH(HtD$9D$tIH11E1HD$(dH+%(H0LA\@HHufHHRxH;IMtoI$H5LPtZHuLIHoHbL1HHP@L8fE1H"DIjfATUSH@fnFdH%(HD$81HHt$HD$HGfnȉD$(fbfD$ uYHD$Ho(Ht!\$ +\$$tJH|$1HT$8dH+%(H@[]A\HHuːHt$H|$tD$$Ld$u`HELH@H;H=tLH=u-HaHcVf.LLH=tLH=tLfDHЉfATUSHpfnFdH%(HD$h1HHt$ HD$(HGfnȉD$8fbfD$0uIHG(HtT$49T$0tFH|$ 111HT$hdH+%(+Hp[]A\fHHuɐHhpL`xH\$PH|$@H\$@HLH!ȄLd$IwUIED$PHLd$HB IHl$@1MtjH9SHHD$HD$ int C++: static vtkTypeBool IsTypeOf(const char *type) Return 1 if this class type is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. V.IsA(string) -> int C++: vtkTypeBool IsA(const char *type) override; Return 1 if this class is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h. V.SafeDownCast(vtkObjectBase) -> vtkShadowMapPass C++: static vtkShadowMapPass *SafeDownCast(vtkObjectBase *o) V.NewInstance() -> vtkShadowMapPass C++: vtkShadowMapPass *NewInstance() V.ReleaseGraphicsResources(vtkWindow) C++: void ReleaseGraphicsResources(vtkWindow *w) override; Release graphics resources and ask components to release their own resources. \pre w_exists: w!=0 V.GetShadowMapBakerPass() -> vtkShadowMapBakerPass C++: virtual vtkShadowMapBakerPass *GetShadowMapBakerPass() Pass that generates the shadow maps. the vtkShadowMapPass will use the Resolution ivar of this pass. Initial value is a NULL pointer. V.SetShadowMapBakerPass(vtkShadowMapBakerPass) C++: virtual void SetShadowMapBakerPass( vtkShadowMapBakerPass *shadowMapBakerPass) Pass that generates the shadow maps. the vtkShadowMapPass will use the Resolution ivar of this pass. Initial value is a NULL pointer. V.GetOpaqueSequence() -> vtkRenderPass C++: virtual vtkRenderPass *GetOpaqueSequence() Pass that render the lights and opaque geometry Typically a sequence pass with a light pass and opaque pass. V.SetOpaqueSequence(vtkRenderPass) C++: virtual void SetOpaqueSequence(vtkRenderPass *opaqueSequence) Pass that render the lights and opaque geometry Typically a sequence pass with a light pass and opaque pass. V.ShadowMapPass() -> vtkInformationObjectBaseKey C++: static vtkInformationObjectBaseKey *ShadowMapPass() this key will contain the shadow map pass V.GetFragmentDeclaration() -> string C++: std::string GetFragmentDeclaration() Get the shader code to compute light factors based on a mappers vertexVC variable V.GetFragmentImplementation() -> string C++: std::string GetFragmentImplementation() V.PreReplaceShaderValues(string, string, string, vtkAbstractMapper, vtkProp) -> bool C++: bool PreReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override; Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources. Gets called before other mapper shader replacments Return false on error. V.PostReplaceShaderValues(string, string, string, vtkAbstractMapper, vtkProp) -> bool C++: bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override; Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources. Gets called after other mapper shader replacements. Return false on error. V.SetShaderParameters(vtkShaderProgram, vtkAbstractMapper, vtkProp, vtkOpenGLVertexArrayObject) -> bool C++: bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) override; Update the uniforms of the shader program. Return false on error. 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