Merge branch 'Water-Shader' into Merge
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@@ -13,6 +13,8 @@
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#include "transparentshaderclass.h"
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#include "lightshaderclass.h"
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#include "lightmapshaderclass.h"
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#include "refractionshaderclass.h"
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#include "watershaderclass.h"
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////////////////////////////////////////////////////////////////////////////////
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@@ -35,9 +37,12 @@ public:
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bool RenderSpecMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*,
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XMFLOAT3, XMFLOAT4, XMFLOAT3, XMFLOAT4, float);
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bool RenderTransparentShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, float);
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bool RenderlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[]);
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bool RenderlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[]);
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bool RenderlightMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
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bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
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XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
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bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*,
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ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
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private:
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TextureShaderClass* m_TextureShader;
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NormalMapShaderClass* m_NormalMapShader;
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@@ -49,6 +54,8 @@ private:
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LightShaderClass* m_LightShader;
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LightMapShaderClass* m_LightMapShader;
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RefractionShaderClass* m_RefractionShader;
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WaterShaderClass* m_WaterShader;
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};
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#endif
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