class ShadowBitmapMaterial extends BitmapMaterial native; #exec Texture Import file=Textures\blobshadow.tga Name=BlobTexture Mips=On UCLAMPMODE=CLAMP VCLAMPMODE=CLAMP DXT=3 var const transient pointer 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); } // // 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=BlobTexture ShadowDarkness=255 }