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>
40 lines
1.0 KiB
C++
40 lines
1.0 KiB
C++
// WBWaterVShader.h: interface for the WBWaterVShader class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_WBWATERVSHADER_H__D5222567_FFA9_4519_8E96_1F75E3E93653__INCLUDED_)
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#define AFX_WBWATERVSHADER_H__D5222567_FFA9_4519_8E96_1F75E3E93653__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 "VertexShader.h"
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//#include "WBGraphicLayer.h"
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//#include "WBShaderUtil.h"
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#include "ShaderScene.h"
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class WBWaterVShader : public CVertexShader
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{
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public:
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WBWaterVShader();
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virtual ~WBWaterVShader();
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virtual void Apply();
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virtual int GetVertexStride() const { return sizeof(DWORD); }
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virtual DWORD GetVertexFormat() const { return 0; }
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void SetMatWorld(D3DXMATRIX matWorld) { m_matTmWorld = matWorld;}
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protected:
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D3DXMATRIX m_matTmWorld;
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D3DXVECTOR4 m_Const1,m_Const2;
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float m_fDisScale; // DisplaceMent Scale
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float m_fTexcoordDisScale;
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void SetupVertexShaderConstants();
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};
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#endif // !defined(AFX_WBWATERVSHADER_H__D5222567_FFA9_4519_8E96_1F75E3E93653__INCLUDED_)
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