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	public:
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	public:
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		ScalarFieldRenderer(): SimpleShaderRenderer(vss, fss) {}
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		ScalarFieldRenderer(): SimpleShaderRenderer(vss, fss) {}
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        void compile_display_list(const HMesh::Manifold& m, bool smooth,
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        void compile_display_list(const HMesh::Manifold& m, bool smooth,
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                                  HMesh::VertexAttributeVector<double>& field, double max_val, float gamma = 2.2);
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                                  HMesh::VertexAttributeVector<double>& field, double max_val, float gamma = 2.2);
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	};
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	};
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    /** Render a checkerboard pattern based on input texture map */
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    class CheckerBoardRenderer: public SimpleShaderRenderer
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	{
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		const static std::string vss;
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		const static std::string fss;
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	public:
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        static HMesh::VertexAttributeVector<CGLA::Vec2f> param;
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		CheckerBoardRenderer(): SimpleShaderRenderer(vss, fss) {}
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        void compile_display_list(const HMesh::Manifold& m, bool smooth);
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	};
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    /** Ambient occlusion renderer. Very similar to ScalarFieldRender. Simply assumes that the input values are
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    /** Ambient occlusion renderer. Very similar to ScalarFieldRender. Simply assumes that the input values are
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     mean curvatures which in some sense indicate how concave the surface is.*/
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     mean curvatures which in some sense indicate how concave the surface is.*/
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    class AmbientOcclusionRenderer: public SimpleShaderRenderer
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    class AmbientOcclusionRenderer: public SimpleShaderRenderer
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	{
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	{