private static void SetDiffuseTexUniforms(Shader shader, MeleeRenderTexture renderTex, int index) { shader.SetBoolToInt($"hasSphere{index}", IsFlagSet(renderTex.Flag, (uint)MeleeDatEnums.TexCoordsFlag.SphereMap)); shader.SetVector2($"diffuseScale{index}", new Vector2(renderTex.WScale, renderTex.HScale)); shader.SetTexture($"diffuseTex{index}", renderTex.texture, index); }
private static bool IsDiffuseBitSet(MeleeRenderTexture renderTex) { return(IsFlagSet(renderTex.Flag, (uint)MeleeDatEnums.TextureFlag.Diffuse) || IsFlagSet(renderTex.Flag, (uint)MeleeDatEnums.TextureFlag.Unk4)); }