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diff --git a/src/runtimerender/graphobjects/Qt3DSRenderEffect.cpp b/src/runtimerender/graphobjects/Qt3DSRenderEffect.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#include "Qt3DSRenderEffect.h"
+#include "Qt3DSRenderEffectSystem.h"
+#include "foundation/Qt3DSVec2.h"
+#include "foundation/Qt3DSVec3.h"
+#include "StringTools.h"
+#include "foundation/FileTools.h"
+
+using namespace qt3ds::render;
+
+void SEffect::Initialize()
+{
+ m_Layer = NULL;
+ m_NextEffect = NULL;
+ m_Context = NULL;
+}
+
+void SEffect::SetActive(bool inActive, IEffectSystem &inManager)
+{
+ if (m_Flags.IsActive() != inActive) {
+ m_Flags.SetActive(inActive);
+ if (m_Context)
+ inManager.ResetEffectFrameData(*m_Context);
+ m_Flags.SetDirty(true);
+ }
+}
+
+void SEffect::Reset(IEffectSystem &inSystem)
+{
+ if (m_Context)
+ inSystem.ResetEffectFrameData(*m_Context);
+ m_Flags.SetDirty(true);
+}