2017-01-20 14:36:52 +01:00
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#pragma once
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2016-01-22 11:59:43 +01:00
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namespace Assets
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{
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class IMaterialPixelShader : public Components::AssetHandler::IAsset
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{
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2016-01-26 16:12:41 +01:00
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public:
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2016-11-20 14:09:07 +01:00
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virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PIXELSHADER; };
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2016-01-22 11:59:43 +01:00
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2016-11-20 14:09:07 +01:00
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virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
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2019-02-01 16:16:42 -05:00
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virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override;
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void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder);
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2016-01-22 11:59:43 +01:00
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};
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2016-06-28 12:46:28 +02:00
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}
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