void ShaderRenderModifier::PrepareTexture(int pass, CTexturePtr& texture) { CShaderProgramPtr shader = m_Technique.GetShader(pass); shader->BindTexture("baseTex", texture->GetHandle()); }
void CShaderProgram::BindTexture(texture_id_t id, CTexturePtr tex) { BindTexture(id, tex->GetHandle()); }