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@ -250,19 +250,19 @@ uint32 CWaterShape::_XGridBorder = 4;
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uint32 CWaterShape::_YGridBorder = 4;
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uint32 CWaterShape::_MaxGridSize;
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bool CWaterShape::_GridSizeTouched = true;
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NLMISC::CSmartPtr<CVertexProgram> CWaterShape::_VertexProgramBump1;
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/*NLMISC::CSmartPtr<CVertexProgram> CWaterShape::_VertexProgramBump1;
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NLMISC::CSmartPtr<CVertexProgram> CWaterShape::_VertexProgramBump2;
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NLMISC::CSmartPtr<CVertexProgram> CWaterShape::_VertexProgramBump1Diffuse;
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NLMISC::CSmartPtr<CVertexProgram> CWaterShape::_VertexProgramBump2Diffuse;
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NLMISC::CSmartPtr<CVertexProgram> CWaterShape::_VertexProgramNoBump;
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NLMISC::CSmartPtr<CVertexProgram> CWaterShape::_VertexProgramNoBumpDiffuse;
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NLMISC::CSmartPtr<CVertexProgram> CWaterShape::_VertexProgramNoBumpDiffuse;*/
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// water with no waves
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NLMISC::CSmartPtr<CVertexProgramWaterVPNoWave> CWaterShape::_VertexProgramNoWave;
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NLMISC::CSmartPtr<CVertexProgramWaterVPNoWave> CWaterShape::_VertexProgramNoWaveDiffuse;
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/** Build a vertex program for water depending on requirements
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*/
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*//*
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static CVertexProgram *BuildWaterVP(bool diffuseMap, bool bumpMap, bool use2BumpMap)
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{
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std::string vp = WaterVPStartCode;
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@ -285,9 +285,8 @@ static CVertexProgram *BuildWaterVP(bool diffuseMap, bool bumpMap, bool use2Bump
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vp += "\nEND";
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return new CVertexProgram(vp.c_str());
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// TODO_VP_GLSL
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}
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*/
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//============================================
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@ -384,17 +383,17 @@ void CWaterShape::initVertexProgram()
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if (!created)
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{
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// waves
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_VertexProgramBump1 = BuildWaterVP(false, true, false);
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/*_VertexProgramBump1 = BuildWaterVP(false, true, false);
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_VertexProgramBump2 = BuildWaterVP(false, true, true);
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_VertexProgramBump1Diffuse = BuildWaterVP(true, true, false);
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_VertexProgramBump2Diffuse = BuildWaterVP(true, true, true);
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_VertexProgramNoBump = BuildWaterVP(false, false, false);
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_VertexProgramNoBumpDiffuse = BuildWaterVP(true, false, false);
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_VertexProgramNoBumpDiffuse = BuildWaterVP(true, false, false);*/
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// no waves
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_VertexProgramNoWave = new CVertexProgramWaterVPNoWave(false);
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_VertexProgramNoWaveDiffuse = new CVertexProgramWaterVPNoWave(true); // TODO_VP_GLSL
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_VertexProgramNoWaveDiffuse = new CVertexProgramWaterVPNoWave(true);
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created = true;
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}
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}
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