|
@@ -48,29 +48,37 @@ PUBLISHED:
|
|
|
INLINE ShaderInput(const InternalName *id, const NodePath &np, int priority=0);
|
|
INLINE ShaderInput(const InternalName *id, const NodePath &np, int priority=0);
|
|
|
INLINE ShaderInput(const InternalName *id, Texture *tex, int priority=0);
|
|
INLINE ShaderInput(const InternalName *id, Texture *tex, int priority=0);
|
|
|
INLINE ShaderInput(const InternalName *id, const PTA_float &ptr, int priority=0);
|
|
INLINE ShaderInput(const InternalName *id, const PTA_float &ptr, int priority=0);
|
|
|
- INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4f &ptr, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3f &ptr, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2f &ptr, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4f &ptr, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3f &ptr, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const LVecBase4f &vec, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const LVecBase3f &vec, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const LVecBase2f &vec, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const LMatrix4f &mat, int priority=0);
|
|
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4f &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3f &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2f &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4f &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3f &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const LVecBase4f &vec, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const LVecBase3f &vec, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const LVecBase2f &vec, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const LMatrix4f &mat, int priority=0);
|
|
|
INLINE ShaderInput(const InternalName *id, const LMatrix3f &mat, int priority=0);
|
|
INLINE ShaderInput(const InternalName *id, const LMatrix3f &mat, int priority=0);
|
|
|
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const PTA_double &ptr, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4d &ptr, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3d &ptr, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2d &ptr, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4d &ptr, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3d &ptr, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const LVecBase4d &vec, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const LVecBase3d &vec, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const LVecBase2d &vec, int priority=0);
|
|
|
|
|
- INLINE ShaderInput(const InternalName *id, const LMatrix4d &mat, int priority=0);
|
|
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_double &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4d &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3d &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2d &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4d &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3d &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const LVecBase4d &vec, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const LVecBase3d &vec, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const LVecBase2d &vec, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const LMatrix4d &mat, int priority=0);
|
|
|
INLINE ShaderInput(const InternalName *id, const LMatrix3d &mat, int priority=0);
|
|
INLINE ShaderInput(const InternalName *id, const LMatrix3d &mat, int priority=0);
|
|
|
|
|
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_int &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4i &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3i &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2i &ptr, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const LVecBase4i &vec, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const LVecBase3i &vec, int priority=0);
|
|
|
|
|
+ INLINE ShaderInput(const InternalName *id, const LVecBase2i &vec, int priority=0);
|
|
|
|
|
+
|
|
|
enum ShaderInputType {
|
|
enum ShaderInputType {
|
|
|
M_invalid = 0,
|
|
M_invalid = 0,
|
|
|
M_texture,
|
|
M_texture,
|