Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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62
GameTools/Zallad3D SceneClass/FullSceneShader.cpp
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62
GameTools/Zallad3D SceneClass/FullSceneShader.cpp
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// FullSceneShader.cpp: implementation of the CFullSceneShader class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "FullSceneShader.h"
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#include "FullScenePShader.h"
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#include "FullSceneVShader.h"
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#include "SceneManager.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CFullSceneShader::CFullSceneShader(char *strFileName)
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{
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m_pPixelShader = new CFullScenePShader(strFileName);
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if(!strcmp(strFileName,"Glare"))
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{
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m_pVertexShader = new CFullSceneVShader(strFileName);
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}
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else
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m_pVertexShader = NULL;
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}
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void CFullSceneShader::SetOff(float fWidth,float fHeight)
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{
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if(m_pVertexShader)
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{
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m_pVertexShader->SetOff(fWidth,fHeight);
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}
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}
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CFullSceneShader::~CFullSceneShader()
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{
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if(m_pPixelShader)
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{
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delete m_pPixelShader;
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m_pPixelShader = NULL;
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}
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}
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void CFullSceneShader::Apply()
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{
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if(m_pPixelShader)
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m_pPixelShader->Apply();
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}
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void CFullSceneShader::Apply(int i)
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{
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if(m_pPixelShader)
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m_pPixelShader->Apply(i);
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if(m_pVertexShader)
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m_pVertexShader->Apply();
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}
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void CFullSceneShader::UnApply()
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{
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CSceneManager::GetDevice()->SetPixelShader(0);
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}
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