Vertex shader can now be modified in the material inspector #230
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@ -172,11 +172,20 @@ namespace SHADE
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// Shader
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// Shader
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bool shaderChanged = false;
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bool shaderChanged = false;
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const auto* SHADER_INFO = SHAssetManager::GetData<SHShaderAsset>(currentMatSpec->fragShader);
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const auto* VERT_SHADER_INFO = SHAssetManager::GetData<SHShaderAsset>(currentMatSpec->vertexShader);
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const std::string SHADER_NAME = SHADER_INFO ? SHADER_INFO->name : "Unknown Shader";
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const std::string VERT_SHADER_NAME = VERT_SHADER_INFO ? VERT_SHADER_INFO->name : "Unknown Shader";
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isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
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isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
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(
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(
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"Fragment Shader", SHADER_NAME.data(),
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"Fragment Shader", VERT_SHADER_NAME.data(),
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[this]() { return currentMatSpec->vertexShader; },
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[this](const AssetID& id) { currentMatSpec->vertexShader = id; },
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SHDragDrop::DRAG_RESOURCE
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);
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const auto* FRAG_SHADER_INFO = SHAssetManager::GetData<SHShaderAsset>(currentMatSpec->fragShader);
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const std::string FRAG_SHADER_NAME = FRAG_SHADER_INFO ? FRAG_SHADER_INFO->name : "Unknown Shader";
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isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
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(
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"Fragment Shader", FRAG_SHADER_NAME.data(),
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[this]() { return currentMatSpec->fragShader; },
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[this]() { return currentMatSpec->fragShader; },
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[this](const AssetID& id) { currentMatSpec->fragShader = id; },
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[this](const AssetID& id) { currentMatSpec->fragShader = id; },
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SHDragDrop::DRAG_RESOURCE
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SHDragDrop::DRAG_RESOURCE
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