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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class MaterialExpressionSceneTexture extends MaterialExpression native(Material) collapsecategories hidecategories(Object); /** * MaterialExpressionSceneTexture: * samples the current scene texture (lighting,etc) * for use in a material */ /** texture coordinate inputt expression for this node */ var ExpressionInput Coordinates; var() enum ESceneTextureType { // 16bit component lighting target SceneTex_Lighting } SceneTextureType; /** Matches [0,1] UVs to the view within the back buffer. */ var() bool ScreenAlign; cpptext { virtual INT Compile(FMaterialCompiler* Compiler); virtual void GetOutputs(TArray<FExpressionOutput>& Outputs) const; virtual void SwapReferenceTo(UMaterialExpression* OldExpression,UMaterialExpression* NewExpression = NULL); virtual FString GetCaption() const; } defaultproperties { SceneTextureType=SceneTex_Lighting MenuCategories(0)="Texture" } |
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