namespace osgEarth
{
namespace ShaderComp
{
// User function injection points.
enum FunctionLocation
{
// vertex is in model space (equivalent to gl_Vertex).
LOCATION_VERTEX_MODEL,
// vertex is in view(aka eye) coordinates, with the camera at 0,0,0
// looking down the -Z axis.
LOCATION_VERTEX_VIEW,
// vertex is in post-perspective coordinates; [-w..w] along each axis
LOCATION_VERTEX_CLIP,
// tessellation control shader; model space
LOCATION_TESS_CONTROL,
// tessellation evalulation shader; model space
LOCATION_TESS_EVALUATION,
// geometry shader; inputs are in model space.
LOCATION_GEOMETRY,
// fragment is being colored.
LOCATION_FRAGMENT_COLORING,
// fragment is being lit.
LOCATION_FRAGMENT_LIGHTING,
C++学习(四)namespace可以嵌套
最新推荐文章于 2025-07-22 15:42:00 发布
本文详细探讨了C++中的namespace如何进行嵌套,解释了嵌套namespace的作用,以及它如何帮助减少命名冲突。通过实例,展示了如何在不同层级的namespace中组织代码,以实现更清晰的模块化设计。

namespace可以嵌套&spm=1001.2101.3001.5002&articleId=90596885&d=1&t=3&u=46f41d06424643bfbcea33200972f712)
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