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RfxGLPass() : passIndex(-1) { useRenderTarget = false; shaderLinked = false; }
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RfxGLPass(int passidx) : passIndex(passidx) { useRenderTarget = false; shaderLinked = false; }
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void SetShaderSource(const QString &source, bool isFragment);
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const QString& GetVertexSource() { return vert; }
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const QString& GetFragmentSource() { return frag; }