#pragma once namespace Assets { class IMaterialPixelShader : public Components::AssetHandler::IAsset { public: virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_PIXELSHADER; }; virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override; virtual void load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) override; void loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); void loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder); }; }