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>
49 lines
1.2 KiB
C++
49 lines
1.2 KiB
C++
// WBWaterNormalTexGenShader.h: interface for the WBWaterNormalTexGenShader class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_WBWATERNORMALTEXGENSHADER_H__F930492C_AB05_44FE_A667_98FAFA419B30__INCLUDED_)
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#define AFX_WBWATERNORMALTEXGENSHADER_H__F930492C_AB05_44FE_A667_98FAFA419B30__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "WBValue.h"
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#include "ShaderScene.h"
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enum WATER_PS {
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WATER_TEXOFFSET,
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WATER_ANI1,
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WATER_ANI2,
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WATER_EQUALCOMBINE,
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};
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class WBWaterNormalTexGenVShader;
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class WBWaterNormalTexGenPShader;
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class WBWaterNormalTexGenPAni1;
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class WBWaterNormalTexGenPAni2;
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class WBWaterNormalTexGenPEqualCom;
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class WBWaterNormalTexGenShader : public CShaderScene
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{
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public:
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WBWaterNormalTexGenShader();
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virtual ~WBWaterNormalTexGenShader();
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virtual void Apply();
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virtual void UnApply();
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void PixelShaderApply(int i);
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WBWaterNormalTexGenVShader *m_pVShader;
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WBWaterNormalTexGenPShader *m_pTexOffsetPShader;
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WBWaterNormalTexGenPAni1 *m_pWaterAni1PShader;
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WBWaterNormalTexGenPAni2 *m_pWaterAni2PShader;
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WBWaterNormalTexGenPEqualCom *m_pEqualComPShader;
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};
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#endif // !defined(AFX_WBWATERNORMALTEXGENSHADER_H__F930492C_AB05_44FE_A667_98FAFA419B30__INCLUDED_)
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