text: // ***************************************************************************
  //
  //   Generated automatically by genwrapper.
  //   Please DO NOT EDIT this file!
  //
  // ***************************************************************************
  
  #include <osgIntrospection/ReflectionMacros>
  #include <osgIntrospection/TypedMethodInfo>
  #include <osgIntrospection/StaticMethodInfo>
  #include <osgIntrospection/Attributes>
  
  #include <osg/CopyOp>
  #include <osg/Object>
  #include <osg/Shader>
  #include <osg/State>
  
  // Must undefine IN and OUT macros defined in Windows headers
  #ifdef IN
  #undef IN
  #endif
  #ifdef OUT
  #undef OUT
  #endif
  
  BEGIN_ENUM_REFLECTOR(osg::Shader::Type)
  	I_DeclaringFile("osg/Shader");
  	I_EnumLabel(osg::Shader::VERTEX);
  	I_EnumLabel(osg::Shader::FRAGMENT);
  	I_EnumLabel(osg::Shader::GEOMETRY);
  	I_EnumLabel(osg::Shader::UNDEFINED);
  END_REFLECTOR
  
  BEGIN_OBJECT_REFLECTOR(osg::Shader)
  	I_DeclaringFile("osg/Shader");
  	I_BaseType(osg::Object);
  	I_ConstructorWithDefaults1(IN, osg::Shader::Type, type, osg::Shader::UNDEFINED,
  	                           Properties::NON_EXPLICIT,
  	                           ____Shader__Type,
  	                           "",
  	                           "");
  	I_Constructor2(IN, osg::Shader::Type, type, IN, const std::string &, source,
  	               ____Shader__Type__C5_std_string_R1,
  	               "",
  	               "");
  	I_ConstructorWithDefaults2(IN, const osg::Shader &, rhs, , IN, const osg::CopyOp &, copyop, osg::CopyOp::SHALLOW_COPY,
  	                           ____Shader__C5_Shader_R1__C5_osg_CopyOp_R1,
  	                           "Copy constructor using CopyOp to manage deep vs shallow copy. ",
  	                           "");
  	I_Method0(osg::Object *, cloneType,
  	          Properties::VIRTUAL,
  	          __osg_Object_P1__cloneType,
  	          "Clone the type of an object, with Object* return type. ",
  	          "Must be defined by derived classes. ");
  	I_Method1(osg::Object *, clone, IN, const osg::CopyOp &, copyop,
  	          Properties::VIRTUAL,
  	          __osg_Object_P1__clone__C5_osg_CopyOp_R1,
  	          "Clone an object, with Object* return type. ",
  	          "Must be defined by derived classes. ");
  	I_Method1(bool, isSameKindAs, IN, const osg::Object *, obj,
  	          Properties::VIRTUAL,
  	          __bool__isSameKindAs__C5_osg_Object_P1,
  	          "",
  	          "");
  	I_Method0(const char *, libraryName,
  	          Properties::VIRTUAL,
  	          __C5_char_P1__libraryName,
  	          "return the name of the object's library. ",
  	          "Must be defined by derived classes. The OpenSceneGraph convention is that the namespace of a library is the same as the library name. ");
  	I_Method0(const char *, className,
  	          Properties::VIRTUAL,
  	          __C5_char_P1__className,
  	          "return the name of the object's class type. ",
  	          "Must be defined by derived classes. ");
  	I_Method1(int, compare, IN, const osg::Shader &, rhs,
  	          Properties::NON_VIRTUAL,
  	          __int__compare__C5_Shader_R1,
  	          "",
  	          "");
  	I_Method1(bool, setType, IN, osg::Shader::Type, t,
  	          Properties::NON_VIRTUAL,
  	          __bool__setType__Type,
  	          "",
  	          "");
  	I_Method1(void, setShaderSource, IN, const std::string &, sourceText,
  	          Properties::NON_VIRTUAL,
  	          __void__setShaderSource__C5_std_string_R1,
  	          "Load the Shader's source code text from a string. ",
  	          "");
  	I_Method1(bool, loadShaderSourceFromFile, IN, const std::string &, fileName,
  	          Properties::NON_VIRTUAL,
  	          __bool__loadShaderSourceFromFile__C5_std_string_R1,
  	          "Load the Shader's source code text from a file. ",
  	          "");
  	I_Method0(const std::string &, getShaderSource,
  	          Properties::NON_VIRTUAL,
  	          __C5_std_string_R1__getShaderSource,
  	          "Query the shader's source code text. ",
  	          "");
  	I_Method0(osg::Shader::Type, getType,
  	          Properties::NON_VIRTUAL,
  	          __Type__getType,
  	          "Get the Shader type as an enum. ",
  	          "");
  	I_Method0(const char *, getTypename,
  	          Properties::NON_VIRTUAL,
  	          __C5_char_P1__getTypename,
  	          "Get the Shader type as a descriptive string. ",
  	          "");
  	I_Method1(void, setFileName, IN, const std::string &, fileName,
  	          Properties::NON_VIRTUAL,
  	          __void__setFileName__C5_std_string_R1,
  	          "Set file name for the shader source code. ",
  	          "");
  	I_Method0(const std::string &, getFileName,
  	          Properties::NON_VIRTUAL,
  	          __C5_std_string_R1__getFileName,
  	          "Get filename to which the shader source code belongs. ",
  	          "");
  	I_Method1(void, resizeGLObjectBuffers, IN, unsigned int, maxSize,
  	          Properties::VIRTUAL,
  	          __void__resizeGLObjectBuffers__unsigned_int,
  	          "Resize any per context GLObject buffers to specified size. ",
  	          "");
  	I_MethodWithDefaults1(void, releaseGLObjects, IN, osg::State *, state, 0,
  	                      Properties::VIRTUAL,
  	                      __void__releaseGLObjects__osg_State_P1,
  	                      "release OpenGL objects in specified graphics context if State object is passed, otherwise release OpenGL objects for all graphics context if State object pointer NULL. ",
  	                      "");
  	I_Method0(void, dirtyShader,
  	          Properties::NON_VIRTUAL,
  	          __void__dirtyShader,
  	          "Mark our PCSs as needing recompilation. ",
  	          "Also mark Programs that depend on us as needing relink ");
  	I_Method1(void, compileShader, IN, unsigned int, contextID,
  	          Properties::NON_VIRTUAL,
  	          __void__compileShader__unsigned_int,
  	          "If needed, compile the PCS's glShader. ",
  	          "");
  	I_Method2(void, attachShader, IN, unsigned int, contextID, IN, GLuint, program,
  	          Properties::NON_VIRTUAL,
  	          __void__attachShader__unsigned_int__GLuint,
  	          "For a given GL context, attach a glShader to a glProgram. ",
  	          "");
  	I_Method2(void, detachShader, IN, unsigned int, contextID, IN, GLuint, program,
  	          Properties::NON_VIRTUAL,
  	          __void__detachShader__unsigned_int__GLuint,
  	          "For a given GL context, detach a glShader to a glProgram. ",
  	          "");
  	I_Method2(bool, getGlShaderInfoLog, IN, unsigned int, contextID, IN, std::string &, log,
  	          Properties::NON_VIRTUAL,
  	          __bool__getGlShaderInfoLog__unsigned_int__std_string_R1,
  	          "Query InfoLog from a glShader. ",
  	          "");
  	I_StaticMethod2(osg::Shader *, readShaderFile, IN, osg::Shader::Type, type, IN, const std::string &, fileName,
  	                __Shader_P1__readShaderFile__Type__C5_std_string_R1_S,
  	                "Read shader source from file and then constructor shader of specified type. ",
  	                "Return the resulting Shader or 0 if no valid shader source code be read. ");
  	I_StaticMethod2(void, deleteGlShader, IN, unsigned int, contextID, IN, GLuint, shader,
  	                __void__deleteGlShader__unsigned_int__GLuint_S,
  	                "Mark internal glShader for deletion. ",
  	                "Deletion requests are queued until they can be executed in the proper GL context. ");
  	I_StaticMethod3(void, flushDeletedGlShaders, IN, unsigned int, contextID, IN, double, currentTime, IN, double &, availableTime,
  	                __void__flushDeletedGlShaders__unsigned_int__double__double_R1_S,
  	                "flush all the cached glShaders which need to be deleted in the OpenGL context related to contextID. ",
  	                "");
  	I_StaticMethod1(void, discardDeletedGlShaders, IN, unsigned int, contextID,
  	                __void__discardDeletedGlShaders__unsigned_int_S,
  	                "discard all the cached glShaders which need to be deleted in the OpenGL context related to contextID. ",
  	                "Note, unlike flush no OpenGL calls are made, instead the handles are all removed. this call is useful for when an OpenGL context has been destroyed. ");
  	I_StaticMethod1(osg::Shader::Type, getTypeId, IN, const std::string &, tname,
  	                __Shader_Type__getTypeId__C5_std_string_R1_S,
  	                "",
  	                "");
  
  	I_ProtectedMethod1(bool, addProgramRef, IN, osg::Program *, program,
  	                   Properties::NON_VIRTUAL,
  	                   Properties::NON_CONST,
  	                   __bool__addProgramRef__osg_Program_P1,
  	                   "",
  	                   "");
  	I_ProtectedMethod1(bool, removeProgramRef, IN, osg::Program *, program,
  	                   Properties::NON_VIRTUAL,
  	                   Properties::NON_CONST,
  	                   __bool__removeProgramRef__osg_Program_P1,
  	                   "",
  	                   "");
  	I_SimpleProperty(const std::string &, FileName, 
  	                 __C5_std_string_R1__getFileName, 
  	                 __void__setFileName__C5_std_string_R1);
  	I_SimpleProperty(const std::string &, ShaderSource, 
  	                 __C5_std_string_R1__getShaderSource, 
  	                 __void__setShaderSource__C5_std_string_R1);
  	I_SimpleProperty(osg::Shader::Type, Type, 
  	                 __Type__getType, 
  	                 __bool__setType__Type);
  	I_SimpleProperty(const char *, Typename, 
  	                 __C5_char_P1__getTypename, 
  	                 0);
  END_REFLECTOR
  
  