materialsystem/shaderapidx9/shaderapidx8.cpp
void CShaderAPIDx8::SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture )
{
	LOCK_SHADERAPI();

	m_hLinearToGammaTableTexture = hSRGBWriteEnabledTexture;
	m_hLinearToGammaTableIdentityTexture = hIdentityTexture;
}
//-----------------------------------------------------------------------------
// Lets the shader know about the full-screen texture so it can 
//-----------------------------------------------------------------------------
Lets the shader know about the full-screen texture so it can
Lets the shader know about the full - screen texture so it can
void CShaderAPIDx8::SetLinearToGammaConversionTextures( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture, ShaderAPITextureHandle_t hIdentityTexture )
{
	LOCK_SHADERAPI();
	m_hLinearToGammaTableTexture = hSRGBWriteEnabledTexture;
	m_hLinearToGammaTableIdentityTexture = hIdentityTexture;
}
void CShaderAPIDx8 :: SetLinearToGammaConversionTextures ( ShaderAPITextureHandle_t hSRGBWriteEnabledTexture , ShaderAPITextureHandle_t hIdentityTexture ) { LOCK_SHADERAPI ( ) ; m_hLinearToGammaTableTexture = hSRGBWriteEnabledTexture ; m_hLinearToGammaTableIdentityTexture = hIdentityTexture ; }
Lets the shader know about the full-screen texture so it can
Lets the shader know about the full - screen texture so it can