#include "CBallShader.h" #include "CFTTMaterialManager.h" #include "shader_data/CBallShader_Setup.h" CBallShader CBallShader::s_tInstance; //------------------------------------------------------------------------------------------------- //001CF60C CBallShader::CBallShader() : CFTTUberShader(&CBallShaderSetup_32394C) { } //------------------------------------------------------------------------------------------------- //001CF618 //^_^ CBallShader::~CBallShader() { } //------------------------------------------------------------------------------------------------- //0017C56C //^_^ void CBallShader::SetShadowMap(EBallShader_ShadowMap eShadowMap) { } //------------------------------------------------------------------------------------------------- //0017C57E //^_^ void CBallShader::SetShadowMapTex(CFTTTexParam aTexparam) { } //------------------------------------------------------------------------------------------------- //0017C5AC //^_^ void CBallShader::SetShadowMapProj01(CFTTMatrix32 const& pMatrix32) { } //------------------------------------------------------------------------------------------------- //0017C5B8 //^_^ void CBallShader::SetShadowMapProj02(CFTTMatrix32 const& pMatrix32) { } //------------------------------------------------------------------------------------------------- //0017C5C4 //^_^ void CBallShader::SetViewParams(float const* pfloat) { } //------------------------------------------------------------------------------------------------- //0017C5D0 //^_^ void CBallShader::SetShadowMapSplit(float af) { } //------------------------------------------------------------------------------------------------- //0017C5E2 //^_^ void CBallShader::SetLightDir(CFTTVector32x4 const& pVector32x4) { } //------------------------------------------------------------------------------------------------- //0017C5EE //^_^ void CBallShader::SetModel(EBallShader_Model eModel) { } //------------------------------------------------------------------------------------------------- //0017C600 //^_^ void CBallShader::SetSpecularLUT(CFTTTexParam aTexParam) { } //------------------------------------------------------------------------------------------------- //0017C614 //^_^ void CBallShader::SetDiffuseEnv(CFTTTexParam aTexParam) { } //------------------------------------------------------------------------------------------------- //0017C628 //^_^ void CBallShader::SetSpecularEnv(CFTTTexParam aTexParam) { } //------------------------------------------------------------------------------------------------- //0017C63C //^_^ void CBallShader::SetBRDFLUT(CFTTTexParam aTexParam) { } //------------------------------------------------------------------------------------------------- //0017C650 //^_^ void CBallShader::SetPBR(CFTTVector32x4 const& pVector32x4) { } //------------------------------------------------------------------------------------------------- //0017C950 //^_^ void CBallShader::SetDiffuse(CFTTTexParam aTexParam) { } //------------------------------------------------------------------------------------------------- //0017C964 //^_^ void CBallShader::SetNormal(CFTTTexParam aTexParam) { } //------------------------------------------------------------------------------------------------- //0017C978 //^_^ void CBallShader::SetAmbient(CFTTTexParam aTexParam) { } //------------------------------------------------------------------------------------------------- //0017C98C void CBallShader::SetFloatingPoint(EBallShader_FloatingPoint eFloatingPoint) { } //------------------------------------------------------------------------------------------------- //001E6990 void CBallShader::SetCinematic(EBallShader_Cinematic eCinematic) { } //------------------------------------------------------------------------------------------------- //001E69A2 void CBallShader::SetCinematicLighting(CFTTVector32 const& pVector32) { } //------------------------------------------------------------------------------------------------- //001CF61C ushort CBallShader::CreateMat() { return 0; } //-------------------------------------------------------------------------------------------------