/** * @brief Serialize to file. * @param aParser File to write into. */ void PCShaderSurface::Serialize(Parser &aParser) { HashString const objectName = HashString("Object_") + Common::IntToString(aParser.GetCurrentObjectIndex()); HashString const SURFACE = "Surface"; Root* object = aParser.Find(objectName); Surface::Serialize(aParser); Root* surface = object->Find(SURFACE); surface->Place(SURFACE, "TextureName", GetFileName()); surface->Place(SURFACE, "VertexShader", mVertexShaderFileName); surface->Place(SURFACE, "FragmentShader", mFragmentShaderFileName); }