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- //-----------------------------------------------------------------------------
- // 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<ShaderComponent*> &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_
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