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Implement CWorldShadow and texture clamp mode
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55
Runtime/Graphics/Shaders/CWorldShadowShader.hpp
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55
Runtime/Graphics/Shaders/CWorldShadowShader.hpp
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#ifndef URDE_CWORLDSHADOWSHADER_HPP
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#define URDE_CWORLDSHADOWSHADER_HPP
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#include "TShader.hpp"
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#include "CColoredQuadFilter.hpp"
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#include "CTexturedQuadFilter.hpp"
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namespace urde
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{
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class CWorldShadowShader
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{
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friend class CWorldShadowShaderGLDataBindingFactory;
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friend class CWorldShadowShaderVulkanDataBindingFactory;
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friend class CWorldShadowShaderD3DDataBindingFactory;
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friend class CWorldShadowShaderMetalDataBindingFactory;
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boo::ITextureR* m_tex;
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std::experimental::optional<CTexturedQuadFilter> m_prevQuad;
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u32 m_w, m_h;
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struct Uniform
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{
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zeus::CMatrix4f m_matrix;
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zeus::CColor m_color;
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};
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boo::GraphicsDataToken m_token;
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boo::IGraphicsBufferD* m_vbo;
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boo::IGraphicsBufferD* m_uniBuf;
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boo::IShaderDataBinding* m_dataBind = nullptr;
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boo::IShaderDataBinding* m_zDataBind = nullptr;
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Uniform m_uniform;
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void _buildTex(boo::IGraphicsDataFactory::Context& ctx);
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public:
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CWorldShadowShader(u32 w, u32 h);
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void bindRenderTarget();
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void drawBase(float extent);
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void lightenShadow();
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void blendPreviousShadow();
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void resolveTexture();
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u32 GetWidth() const { return m_w; }
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u32 GetHeight() const { return m_h; }
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boo::ITexture* GetTexture() const { return m_tex; }
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using _CLS = CWorldShadowShader;
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#include "TShaderDecl.hpp"
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};
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}
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#endif // URDE_CWORLDSHADOWSHADER_HPP
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