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@@ -33,8 +33,8 @@ INLINE ShaderInput::
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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INLINE ShaderInput::
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ShaderInput(InternalName *name, int priority) :
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ShaderInput(InternalName *name, int priority) :
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- _type(M_invalid),
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_name(name),
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_name(name),
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+ _type(M_invalid),
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_priority(priority),
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_priority(priority),
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_stored_texture(NULL),
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_stored_texture(NULL),
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_stored_nodepath(NodePath()),
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_stored_nodepath(NodePath()),
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@@ -49,8 +49,8 @@ ShaderInput(InternalName *name, int priority) :
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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INLINE ShaderInput::
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ShaderInput(InternalName *name, Texture *tex, int priority) :
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ShaderInput(InternalName *name, Texture *tex, int priority) :
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- _type(M_texture),
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_name(name),
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_name(name),
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+ _type(M_texture),
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_priority(priority),
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_priority(priority),
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_stored_texture(tex),
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_stored_texture(tex),
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_stored_nodepath(NodePath()),
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_stored_nodepath(NodePath()),
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@@ -65,8 +65,8 @@ ShaderInput(InternalName *name, Texture *tex, int priority) :
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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INLINE ShaderInput::
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ShaderInput(InternalName *name, const NodePath &np, int priority) :
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ShaderInput(InternalName *name, const NodePath &np, int priority) :
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- _type(M_nodepath),
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_name(name),
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_name(name),
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+ _type(M_nodepath),
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_priority(priority),
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_priority(priority),
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_stored_texture(NULL),
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_stored_texture(NULL),
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_stored_nodepath(np),
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_stored_nodepath(np),
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@@ -81,8 +81,8 @@ ShaderInput(InternalName *name, const NodePath &np, int priority) :
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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INLINE ShaderInput::
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ShaderInput(InternalName *name, const LVector4f &vec, int priority) :
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ShaderInput(InternalName *name, const LVector4f &vec, int priority) :
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- _type(M_vector),
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_name(name),
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_name(name),
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+ _type(M_vector),
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_priority(priority),
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_priority(priority),
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_stored_texture(NULL),
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_stored_texture(NULL),
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_stored_nodepath(NodePath()),
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_stored_nodepath(NodePath()),
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