//----------------------------------------------------------------------------- // 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 _FOREST_SHADERGEN_WINDDEFORMATIONGLSL_H_ #define _FOREST_SHADERGEN_WINDDEFORMATIONGLSL_H_ #ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_ #include "shaderGen/GLSL/shaderFeatureGLSL.h" #endif #ifndef _FEATURETYPE_H_ #include "materials/materialFeatureTypes.h" #endif class GFXShaderConstHandle; class WindDeformationGLSL : public ShaderFeatureGLSL { protected: ShaderIncludeDependency mDep; public: WindDeformationGLSL(); virtual void processVert( Vector &componentList, const MaterialFeatureData &fd ); virtual String getName() { return "Wind Effect"; } virtual void determineFeature( Material *material, const GFXVertexFormat *vertexFormat, U32 stageNum, const FeatureType &type, const FeatureSet &features, MaterialFeatureData *outFeatureData ); virtual ShaderFeatureConstHandles* createConstHandles( GFXShader *shader, SimObject *userObject ); }; DeclareFeatureType( MFT_WindEffect ); #endif // _FOREST_SHADERGEN_WINDDEFORMATIONGLSL_H_