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Huge shader refactor
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@@ -1,18 +1,16 @@
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#ifndef __URDE_CMAPSURFACESHADER_HPP__
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#define __URDE_CMAPSURFACESHADER_HPP__
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#include "TShader.hpp"
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#include "RetroTypes.hpp"
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#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
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#include "zeus/CMatrix4f.hpp"
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#include "zeus/CColor.hpp"
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namespace urde
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{
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class CMapSurfaceShader
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{
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friend struct CMapSurfaceShaderGLDataBindingFactory;
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friend struct CMapSurfaceShaderVulkanDataBindingFactory;
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friend struct CMapSurfaceShaderMetalDataBindingFactory;
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friend struct CMapSurfaceShaderD3DDataBindingFactory;
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struct Uniform
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{
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zeus::CMatrix4f mtx;
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@@ -25,12 +23,11 @@ class CMapSurfaceShader
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boo::ObjToken<boo::IShaderDataBinding> m_dataBind;
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public:
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static void Initialize();
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static void Shutdown();
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CMapSurfaceShader(boo::IGraphicsDataFactory::Context& ctx, const boo::ObjToken<boo::IGraphicsBufferS>& vbo,
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const boo::ObjToken<boo::IGraphicsBufferS>& ibo);
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void draw(const zeus::CColor& color, u32 start, u32 count);
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using _CLS = CMapSurfaceShader;
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#include "TShaderDecl.hpp"
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};
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}
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