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class ShadowBitmapMaterial extends BitmapMaterial native; #exec Texture Import file=Textures\ShadowBlob.tga Name=BlobTexture Mips=On UCLAMPMODE=CLAMP VCLAMPMODE=CLAMP DXT=3 #exec Texture Import file=Textures\EdgeFilter.dds Name=FilterTexture UCLAMPMODE=CLAMP VCLAMPMODE=CLAMP var const transient int TextureInterfaces[2]; var Actor ShadowActor; var vector LightDirection, FrustumOrigin; var float LightDistance, LightFOV; var bool Dirty, Invalid, bBlobShadow, bBlurShadow; var float CullDistance; var byte ShadowDarkness; var BitmapMaterial BlobShadow; var BitmapMaterial EdgeFilter; native function SetRes(int Res); native function vector GetShadowLocation(); // // Default properties // defaultproperties { Dirty=true bBlurShadow=true ShadowDarkness=255 BlobShadow=Texture'Engine.BlobTexture' EdgeFilter=Texture'Engine.FilterTexture' Format=TEXF_RGBA8 UClampMode=TC_Clamp VClampMode=TC_Clamp UBits=7 VBits=7 USize=256 VSize=256 UClamp=256 VClamp=256 } |
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