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# Engine.ShadowBitmapMaterial

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    class ShadowBitmapMaterial extends BitmapMaterial
    	native;

    var const transient int	TextureInterfaces[2];

    var Actor	ShadowActor;
    var vector	LightDirection;
    var float	LightDistance,
    			LightFOV;
    var bool	Dirty,
    			Invalid,
    			bBlobShadow;
    var float   CullDistance;
    var byte	ShadowDarkness;

    var BitmapMaterial	BlobShadow;

    cpptext
    {
    	virtual void Destroy();

    	virtual FBaseTexture* GetRenderInterface();
    	virtual UBitmapMaterial* Get(FTime Time,UViewport* Viewport);
    #if IG_SHARED	// rowan: GetShadowLocation, needed for shadow projector culling
    	FVector	GetShadowLocation();
    #endif

    #if IG_DYNAMIC_SHADOW_DETAIL	// rowan: native change shadow resolution
    	void SetResolution(INT Resolution);
    #endif
    }

    #if IG_SHARED	// rowan: script interface for native GetShadowLocation
    native final function vector GetShadowLocation();
    #endif

    #if IG_DYNAMIC_SHADOW_DETAIL	// rowan: script change shadow resolution
    native final function SetResolution(INT Resolution);
    #endif

    //
    //	Default properties
    //

    defaultproperties
    {
    	Format=TEXF_RGBA8
    	UClampMode=TC_Clamp
    	VClampMode=TC_Clamp
    	USize=128
    	VSize=128
    	UClamp=128
    	VClamp=128
    	UBits=7
    	VBits=7
    	Dirty=True
    	Invalid=False
    	BlobShadow=Texture'Engine_res.BlobTexture'
    	ShadowDarkness=255

    #if IG_RENDERER	// rowan: set Materialtype for quick casts
    	MaterialType = MT_ShadowBitmapMaterial
    #endif
    }

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Class file time: ne 5.9.2004 16:01:30.000 - Creation time: st 23.5.2018 00:10:46.977 - Created with UnCodeX