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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53
GameTools/Zallad3D SceneClass/Shader_SalfShadowP.cpp
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53
GameTools/Zallad3D SceneClass/Shader_SalfShadowP.cpp
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// Shader_SalfShadowP.cpp: implementation of the CShader_SalfShadowP class.
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//
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//////////////////////////////////////////////////////////////////////
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/*
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#include "Shader_SalfShadowP.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CShader_SelfShadowP::CShader_SalfShadowP()
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{
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CreatePixelShaderFromFile("c:/MP-project/Shaders/SelfShadow.psh");
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}
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CShader_SelfShadowP::~CShader_SalfShadowP()
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{
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}
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void CShader_SelfShadowP
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void CShader_ClassicBumpSpecP::Apply()
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{
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CSceneManager::GetDevice()->SetPixelShader(m_dwPixelShader);
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SetupPixelShaderConstants();
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}
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void CShader_ClassicBumpSpecP::SetupPixelShaderConstants()
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{
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
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CSceneStateMgr::_SetD3DTextureStageState( 0, D3DTSS_ADDRESSW, D3DTADDRESS_WRAP );
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CSceneStateMgr::_SetD3DTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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CSceneStateMgr::_SetD3DTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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CSceneStateMgr::_SetD3DTextureStageState( 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
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CSceneStateMgr::_SetD3DTextureStageState( 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
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CSceneStateMgr::_SetD3DTextureStageState( 1, D3DTSS_ADDRESSW, D3DTADDRESS_WRAP );
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CSceneStateMgr::_SetD3DTextureStageState( 2, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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CSceneStateMgr::_SetD3DTextureStageState( 2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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CSceneStateMgr::_SetD3DTextureStageState( 2, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
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CSceneStateMgr::_SetD3DTextureStageState( 2, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
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CSceneStateMgr::_SetD3DTextureStageState( 2, D3DTSS_ADDRESSW, D3DTADDRESS_WRAP );
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CSceneStateMgr::_SetD3DTextureStageState( 3, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
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CSceneStateMgr::_SetD3DTextureStageState( 3, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
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CSceneStateMgr::_SetD3DTextureStageState( 3, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP );
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CSceneStateMgr::_SetD3DTextureStageState( 3, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP );
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CSceneStateMgr::_SetD3DTextureStageState( 3, D3DTSS_ADDRESSW, D3DTADDRESS_WRAP );
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}
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*/
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