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* Added RTech::LoadShaderSet for the asset load routine * Grabbing CShaderGlue::SetupShader and CShaderGlue::m_pVTable dynamically now * Everything verified for every season, cross-compatible!
23 lines
570 B
C++
23 lines
570 B
C++
//===========================================================================//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "core/stdafx.h"
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#include "materialsystem/cshaderglue.h"
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int CShaderGlue::SetupShader(uint64_t nCount, uint64_t a3, void* pRawMaterialGlueWithoutVTable)
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{
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return CShaderGlue_SetupShader(this, nCount, a3, pRawMaterialGlueWithoutVTable);
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}
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///////////////////////////////////////////////////////////////////////////////
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void CShaderGlue_Attach()
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{
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}
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void CShaderGlue_Detach()
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{
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} |