irrlicht/include/EShaderTypes.h

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#pragma once
#include "irrTypes.h"
namespace irr
{
namespace video
{
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
enum E_VERTEX_SHADER_TYPE
{
EVST_VS_1_1 = 0,
EVST_VS_2_0,
EVST_VS_2_a,
EVST_VS_3_0,
EVST_VS_4_0,
EVST_VS_4_1,
EVST_VS_5_0,
//! This is not a type, but a value indicating how much types there are.
EVST_COUNT
};
//! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
const c8 *const VERTEX_SHADER_TYPE_NAMES[] = {
"vs_1_1",
"vs_2_0",
"vs_2_a",
"vs_3_0",
"vs_4_0",
"vs_4_1",
"vs_5_0",
0};
//! Compile target enumeration for the addHighLevelShaderMaterial() method.
enum E_PIXEL_SHADER_TYPE
{
EPST_PS_1_1 = 0,
EPST_PS_1_2,
EPST_PS_1_3,
EPST_PS_1_4,
EPST_PS_2_0,
EPST_PS_2_a,
EPST_PS_2_b,
EPST_PS_3_0,
EPST_PS_4_0,
EPST_PS_4_1,
EPST_PS_5_0,
//! This is not a type, but a value indicating how much types there are.
EPST_COUNT
};
//! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
const c8 *const PIXEL_SHADER_TYPE_NAMES[] = {
"ps_1_1",
"ps_1_2",
"ps_1_3",
"ps_1_4",
"ps_2_0",
"ps_2_a",
"ps_2_b",
"ps_3_0",
"ps_4_0",
"ps_4_1",
"ps_5_0",
0};
//! Enum for supported geometry shader types
enum E_GEOMETRY_SHADER_TYPE
{
EGST_GS_4_0 = 0,
//! This is not a type, but a value indicating how much types there are.
EGST_COUNT
};
//! String names for supported geometry shader types
const c8 *const GEOMETRY_SHADER_TYPE_NAMES[] = {
"gs_4_0",
0};
} // end namespace video
} // end namespace irr