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Add wielded (and CAOs) shader
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@@ -113,7 +113,8 @@ public:
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const TextureFromMeshParams ¶ms)=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
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bool tileable_vertical, bool tileable_horizontal)=0;
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};
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class IWritableTextureSource : public ITextureSource
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@@ -136,7 +137,8 @@ public:
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virtual void rebuildImagesAndTextures()=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
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bool tileable_vertical, bool tileable_horizontal)=0;
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};
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IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
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