/// <inheritdoc/> public void Dispose() { GC.SuppressFinalize(this); HLSL11_VertexData?.Dispose(); HLSL11_PixelData?.Dispose(); PSSL_VertexData?.Dispose(); PSSL_PixelData?.Dispose(); Cg_PSVita_VertexData?.Dispose(); Cg_PSVita_PixelData?.Dispose(); Cg_PS3_VertexData?.Dispose(); Cg_PS3_PixelData?.Dispose(); foreach (var attr in VertexShaderAttributes) { attr?.Dispose(); } Name = null; GLSL_ES_Vertex = null; GLSL_ES_Fragment = null; GLSL_Vertex = null; GLSL_Fragment = null; HLSL9_Vertex = null; HLSL9_Fragment = null; HLSL11_VertexData = null; HLSL11_PixelData = null; PSSL_VertexData = null; PSSL_PixelData = null; Cg_PSVita_VertexData = null; Cg_PSVita_PixelData = null; Cg_PS3_VertexData = null; Cg_PS3_PixelData = null; VertexShaderAttributes = new(); }
public UndertaleShader() { HLSL11_VertexData = new UndertaleRawShaderData(); HLSL11_PixelData = new UndertaleRawShaderData(); PSSL_VertexData = new UndertaleRawShaderData(); PSSL_PixelData = new UndertaleRawShaderData(); Cg_PSVita_VertexData = new UndertaleRawShaderData(); Cg_PSVita_PixelData = new UndertaleRawShaderData(); Cg_PS3_VertexData = new UndertaleRawShaderData(); Cg_PS3_PixelData = new UndertaleRawShaderData(); }