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EShaderTypes.h
Go to the documentation of this file.
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#ifndef __E_SHADER_TYPES_H_INCLUDED__
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#define __E_SHADER_TYPES_H_INCLUDED__
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#include "
irrTypes.h
"
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namespace
irr
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{
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namespace
video
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{
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enum
E_VERTEX_SHADER_TYPE
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{
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EVST_VS_1_1
= 0,
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EVST_VS_2_0
,
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EVST_VS_2_a
,
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EVST_VS_3_0
,
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EVST_VS_4_0
,
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EVST_VS_4_1
,
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EVST_VS_5_0
,
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EVST_COUNT
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};
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const
c8
*
const
VERTEX_SHADER_TYPE_NAMES
[] = {
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"vs_1_1"
,
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"vs_2_0"
,
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"vs_2_a"
,
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"vs_3_0"
,
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"vs_4_0"
,
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"vs_4_1"
,
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"vs_5_0"
,
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0 };
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enum
E_PIXEL_SHADER_TYPE
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{
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EPST_PS_1_1
= 0,
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EPST_PS_1_2
,
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EPST_PS_1_3
,
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EPST_PS_1_4
,
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EPST_PS_2_0
,
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EPST_PS_2_a
,
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EPST_PS_2_b
,
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EPST_PS_3_0
,
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EPST_PS_4_0
,
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EPST_PS_4_1
,
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EPST_PS_5_0
,
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EPST_COUNT
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};
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const
c8
*
const
PIXEL_SHADER_TYPE_NAMES
[] = {
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"ps_1_1"
,
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"ps_1_2"
,
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"ps_1_3"
,
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"ps_1_4"
,
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"ps_2_0"
,
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"ps_2_a"
,
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"ps_2_b"
,
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"ps_3_0"
,
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"ps_4_0"
,
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"ps_4_1"
,
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"ps_5_0"
,
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0 };
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enum
E_GEOMETRY_SHADER_TYPE
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{
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EGST_GS_4_0
= 0,
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EGST_COUNT
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};
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const
c8
*
const
GEOMETRY_SHADER_TYPE_NAMES
[] = {
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"gs_4_0"
,
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0 };
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}
// end namespace video
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}
// end namespace irr
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#endif // __E_SHADER_TYPES_H_INCLUDED__
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Irrlicht Engine
Documentation © 2003-2012 by Nikolaus Gebhardt. Generated on Tue Apr 7 2020 19:33:42 for Irrlicht 3D Engine by
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