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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88
GameTools/Zallad3D SceneClass/WBWaterNormalTexGenShader.cpp
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88
GameTools/Zallad3D SceneClass/WBWaterNormalTexGenShader.cpp
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// WBWaterNormalTexGenShader.cpp: implementation of the WBWaterNormalTexGenShader class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "./WBWaterNormalTexGenShader.h"
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#include "./WBWaterNormalTexGenPAni1.h"
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#include "./WBWaterNormalTexGenPAni2.h"
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#include "./WBWaterNormalTexGenPShader.h"
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#include "./WBWaterNormalTexGenVShader.h"
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#include "./WBWaterNormalTexGenPEqualCom.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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WBWaterNormalTexGenShader::WBWaterNormalTexGenShader()
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{
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m_pVShader = new WBWaterNormalTexGenVShader;
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m_pTexOffsetPShader = new WBWaterNormalTexGenPShader;
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m_pWaterAni1PShader = new WBWaterNormalTexGenPAni1;
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m_pWaterAni2PShader = new WBWaterNormalTexGenPAni2;
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m_pEqualComPShader = new WBWaterNormalTexGenPEqualCom;
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}
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WBWaterNormalTexGenShader::~WBWaterNormalTexGenShader()
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{
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if(m_pVShader != NULL) {
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delete m_pVShader;
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m_pVShader = NULL;
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}
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if(m_pTexOffsetPShader != NULL) {
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delete m_pTexOffsetPShader;
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m_pTexOffsetPShader = NULL;
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}
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if(m_pWaterAni1PShader != NULL) {
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delete m_pWaterAni1PShader;
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m_pWaterAni1PShader = NULL;
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}
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if(m_pWaterAni2PShader != NULL) {
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delete m_pWaterAni2PShader;
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m_pWaterAni2PShader = NULL;
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}
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if(m_pEqualComPShader != NULL) {
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delete m_pEqualComPShader;
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m_pEqualComPShader = NULL;
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}
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}
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void WBWaterNormalTexGenShader::Apply() {
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if(m_pVShader != NULL)
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m_pVShader->Apply();
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}
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void WBWaterNormalTexGenShader::UnApply() {
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}
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void WBWaterNormalTexGenShader::PixelShaderApply(int iPS) {
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switch(iPS)
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{
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case WATER_TEXOFFSET:
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if(m_pTexOffsetPShader != NULL)
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m_pTexOffsetPShader->Apply();
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break;
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case WATER_ANI1:
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if(m_pWaterAni1PShader != NULL)
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m_pWaterAni1PShader->Apply();
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break;
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case WATER_ANI2:
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if(m_pWaterAni2PShader != NULL)
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m_pWaterAni2PShader->Apply();
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break;
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case WATER_EQUALCOMBINE:
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if(m_pEqualComPShader != NULL)
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m_pEqualComPShader->Apply();
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break;
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default:
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break;
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}
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}
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