public GlslProgram Decompile( IGalMemory Memory, long VpAPosition, long VpBPosition, GalShaderType ShaderType) { Blocks = ShaderDecoder.Decode(Memory, VpAPosition); BlocksB = ShaderDecoder.Decode(Memory, VpBPosition); GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType); GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType); Decl = GlslDecl.Merge(DeclVpA, DeclVpB); return(Decompile()); }
public GlslProgram Decompile( byte[] BinaryA, byte[] BinaryB, GalShaderType ShaderType) { Header = new ShaderHeader(BinaryA); HeaderB = new ShaderHeader(BinaryB); Blocks = ShaderDecoder.Decode(BinaryA); BlocksB = ShaderDecoder.Decode(BinaryB); GlslDecl DeclVpA = new GlslDecl(Blocks, ShaderType, Header); GlslDecl DeclVpB = new GlslDecl(BlocksB, ShaderType, HeaderB); Decl = GlslDecl.Merge(DeclVpA, DeclVpB); return(Decompile()); }