text: 
  #include <precompiled.hh>
  
  #include "helpers.hh"
  #include "steamplatform.hh"
  
  using namespace Steam;
  
  namespace Reference {
  #include "SteamStructs/IClientShader.h"
  }
  
  template <bool isServer>
  class ClientShader : public Reference::IClientShader {
  public:
      UserHandle userHandle;
      ClientShader(UserHandle h) : userHandle(h) {}
  
      unknown_ret BIsShaderManagementEnabled() override {
          return unknown_ret();
      }
      unknown_ret EnableShaderManagement(bool) override {
          return unknown_ret();
      }
      unknown_ret GetShaderDepotsTotalDiskUsage() override {
          return unknown_ret();
      }
      unknown_ret StartShaderScan(unsigned int, char const*) override {
          return unknown_ret();
      }
      unknown_ret StartPipelineBuild(unsigned int, int) override {
          return unknown_ret();
      }
      unknown_ret ProcessShaderCache(unsigned int) override {
          return unknown_ret();
      }
      unknown_ret SetupShaderCacheEnvironment(char*, unsigned int) override {
          return unknown_ret();
      }
      unknown_ret BAppHasPendingShaderContentDownload(unsigned int) override {
          return unknown_ret();
      }
      unknown_ret GetAppPendingShaderDownloadSize(unsigned int) override {
          return unknown_ret();
      }
  };
  
  AdaptExposeClientServer(ClientShader, "SteamShader");
  
  using IClientShader = ClientShader<false>;
  