- // Create a read only property to preserve the components of the blend shape.
- int32_t components = 0x0;
- for(auto& bs : mesh.first.mBlendShapes)
- {
- components |= (bs.deltas.IsDefined() * Component::POSITIONS) |
- (bs.normals.IsDefined() * Component::NORMALS) | (bs.tangents.IsDefined() * Component::TANGENTS);
+ // Create a read only property to preserve the components of the blend shape.
+ int32_t components = 0x0;
+ for(auto& bs : mesh.first.mBlendShapes)
+ {
+ components |= (bs.deltas.IsDefined() * Component::POSITIONS) |
+ (bs.normals.IsDefined() * Component::NORMALS) | (bs.tangents.IsDefined() * Component::TANGENTS);
+ }
+ shader.RegisterProperty(COMPONENTS, components, Property::AccessMode::READ_ONLY);