//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _PARABOLOID_GLSL_H_
#define _PARABOLOID_GLSL_H_

#ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
#include "shaderGen/GLSL/shaderFeatureGLSL.h"
#endif
#ifndef _SHADEROP_H_
#include "shaderGen/shaderOp.h"
#endif

class GFXShaderConstHandle;


class ParaboloidVertTransformGLSL : public ShaderFeatureGLSL
{
public:

   // ShaderFeature
   virtual void processVert( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
   virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
   virtual Resources getResources( const MaterialFeatureData &fd );
   virtual String getName() { return "Paraboloid Vert Transform"; }
   virtual Material::BlendOp getBlendOp() { return Material::None; }

};

#endif // _PARABOLOID_GLSL_H_