void IResData.Load(BfshaFileLoader loader) { ShaderInfoData = loader.LoadSection <ShaderInfoData>(); uint memorySize = loader.ReadUInt32(); loader.ReadUInt32(); //padding //Stores a bunch of 0s MemoryData = loader.LoadCustom(() => loader.ReadBytes((int)memorySize)); loader.ReadUInt64(); //offset to parent shader variation ShaderReflection = loader.Load <ShaderReflection>(); loader.Seek(32); //reserved }