#ifndef __E_SHADER_TYPES_H_INCLUDED__ #define __E_SHADER_TYPES_H_INCLUDED__ #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 #endif // __E_SHADER_TYPES_H_INCLUDED__
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