void IResData.Save(BfshaFileSaver saver) { saver.WriteSection(ShaderInfoData); saver.Write(MemoryData.Length); saver.Write(0); //padding PtrMemPos = saver.SaveOffset(); saver.Write(ParentShaderVariation._position); PtrRefelctionPos = saver.SaveOffset(); saver.Write(new byte[32]); //padding }