struct SInputShaderResources : public SBaseShaderResources { CInputLightMaterial m_LMaterial; SEfResTexture m_Textures[EFTT_MAX]; SDeformInfo m_DeformInfo; SDetailDecalInfo m_DetailDecalInfo; float m_Opacity; float m_GlowAmount; };
IShader.h
SDeformInfo m_DeformInfo;
SDetailDecalInfo m_DetailDecalInfo;
float m_GlowAmount;
CInputLightMaterial m_LMaterial;
float m_Opacity;
SEfResTexture m_Textures[EFTT_MAX];
virtual ~SInputShaderResources();
SInputShaderResources& operator =(const SInputShaderResources& src);
void Cleanup();
bool IsEmpty(int nTSlot) const;
SInputShaderResources();
SInputShaderResources(struct IRenderShaderResources * pSrc);
int Size() const;