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diff --git a/src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRenderableImage.h b/src/Runtime/ogl-runtime/src/runtimerender/Qt3DSRenderableImage.h
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-/****************************************************************************
-**
-** Copyright (C) 2008-2012 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 or (at your option) any later version
-** approved by the KDE Free Qt Foundation. The licenses are as published by
-** the Free Software Foundation and appearing in the file LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-#pragma once
-#ifndef QT3DS_RENDERABLE_IMAGE_H
-#define QT3DS_RENDERABLE_IMAGE_H
-#include "Qt3DSRender.h"
-
-namespace qt3ds {
-namespace render {
-
- struct ImageMapTypes
- {
- enum Enum {
- Unknown = 0,
- Diffuse = 1,
- Opacity = 2,
- Specular = 3,
- Emissive = 4,
- Bump = 5,
- SpecularAmountMap = 6,
- Normal = 7,
- Displacement = 8,
- Translucency = 9,
- LightmapIndirect = 10,
- LightmapRadiosity = 11,
- LightmapShadow = 12,
- Roughness = 13,
- };
- };
-
- /**
- * Some precomputed information on a given image. When generating a renderable, the shader
- * generator goes through all the possible images on a material and for each valid image
- * computes this renderable image and attaches it to the renderable.
- */
- struct SRenderableImage
- {
- ImageMapTypes::Enum m_MapType;
- SImage &m_Image;
- SRenderableImage *m_NextImage;
- SRenderableImage(ImageMapTypes::Enum inMapType, SImage &inImage)
- : m_MapType(inMapType)
- , m_Image(inImage)
- , m_NextImage(NULL)
- {
- }
- };
-}
-}
-#endif