virtual qtexture_t* getSpecular() const = 0;
// get shader name
virtual const char* getName() const = 0;
+virtual const char* getWadName() const = 0;
+virtual void setWadName( const char* name ) = 0;
virtual bool IsInUse() const = 0;
virtual void SetInUse( bool bInUse ) = 0;
// get the editor flags (QER_NOCARVE QER_TRANS)
virtual const char* getShaderFileName() const = 0;
virtual const ShaderLayer* firstLayer() const = 0;
-virtual void forEachLayer( const ShaderLayerCallback& layer ) const = 0;
virtual qtexture_t* lightFalloffImage() const = 0;
};