// WBWaterVShader.h: interface for the WBWaterVShader class. // ////////////////////////////////////////////////////////////////////// #if !defined(AFX_WBWATERVSHADER_H__D5222567_FFA9_4519_8E96_1F75E3E93653__INCLUDED_) #define AFX_WBWATERVSHADER_H__D5222567_FFA9_4519_8E96_1F75E3E93653__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 //#include "VertexShader.h" //#include "WBGraphicLayer.h" //#include "WBShaderUtil.h" #include "ShaderScene.h" class WBWaterVShader : public CVertexShader { public: WBWaterVShader(); virtual ~WBWaterVShader(); virtual void Apply(); virtual int GetVertexStride() const { return sizeof(DWORD); } virtual DWORD GetVertexFormat() const { return 0; } void SetMatWorld(D3DXMATRIX matWorld) { m_matTmWorld = matWorld;} protected: D3DXMATRIX m_matTmWorld; D3DXVECTOR4 m_Const1,m_Const2; float m_fDisScale; // DisplaceMent Scale float m_fTexcoordDisScale; void SetupVertexShaderConstants(); }; #endif // !defined(AFX_WBWATERVSHADER_H__D5222567_FFA9_4519_8E96_1F75E3E93653__INCLUDED_)