open_toontown_panda3d/panda/src/pgraph/shaderAttrib.I

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// Filename: shaderAttrib.I
// Created by: sshodhan (10Jul04)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: ShaderAttrib::Constructor
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
INLINE ShaderAttrib::
ShaderAttrib() {
}
////////////////////////////////////////////////////////////////////
// Function: ShaderAttrib::Copy Constructor
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
INLINE ShaderAttrib::
ShaderAttrib(const ShaderAttrib &copy) :
_shader(copy._shader),
_shader_priority(copy._shader_priority),
_has_shader(copy._has_shader),
_inputs(copy._inputs)
{
}
////////////////////////////////////////////////////////////////////
// Function: ShaderAttrib::has_shader
// Access: Published
// Description: If true, the shader field of this attribute overrides
// the shader field of the parent attribute.
////////////////////////////////////////////////////////////////////
INLINE bool ShaderAttrib::
has_shader() const {
return _has_shader;
}
////////////////////////////////////////////////////////////////////
// Function: ShaderAttrib::get_shader_priority
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE int ShaderAttrib::
get_shader_priority() const {
return _shader_priority;
}