open_toontown_panda3d/panda/src/pgraph/shader.I

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// Filename: shader.I
// Created by: jyelon (01Sep05)
//
////////////////////////////////////////////////////////////////////
//
// 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: Shader::get_file
// Access: Published
// Description: Returns null string if shader was not loaded from
// a source file.
////////////////////////////////////////////////////////////////////
INLINE const Filename &Shader::
get_file() const {
return _file;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::get_body
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE const string &Shader::
get_body() const {
return _body;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::get_name
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE const string &Shader::
get_name() const {
return _name;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::get_loaded
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool Shader::
get_loaded() const {
return _loaded;
}
////////////////////////////////////////////////////////////////////
// Function: Shader::get_preprocessor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
INLINE int Shader::
get_preprocessor() const {
return _preprocessor;
}