public GLSLGpuProgram( GLSLProgram parent )
: base( parent.Creator, parent.Name, parent.Handle, parent.Group, false, null )
{
this.Type = parent.Type;
this.SyntaxCode = "glsl";
// store off the reference to the parent program
glslProgram = parent;
if ( parent.Type == GpuProgramType.Vertex )
{
programId = ++vertexShaderCount;
}
else if (parent.Type == GpuProgramType.Fragment)
{
programId = ++fragmentShaderCount;
}
else
{
programId = ++geometryShaderCount;
}
// transfer skeletal animation status from parent
this.IsSkeletalAnimationIncluded = glslProgram.IsSkeletalAnimationIncluded;
// there is nothing to load
//LoadFromFile = false;
}