Irrlicht 3D Engine
 
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EShaderTypes.h
Go to the documentation of this file.
1#ifndef __E_SHADER_TYPES_H_INCLUDED__
2#define __E_SHADER_TYPES_H_INCLUDED__
3
4#include "irrTypes.h"
5
6namespace irr
7{
8namespace video
9{
10
25
27const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
28 "vs_1_1",
29 "vs_2_0",
30 "vs_2_a",
31 "vs_3_0",
32 "vs_4_0",
33 "vs_4_1",
34 "vs_5_0",
35 0 };
36
55
57const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
58 "ps_1_1",
59 "ps_1_2",
60 "ps_1_3",
61 "ps_1_4",
62 "ps_2_0",
63 "ps_2_a",
64 "ps_2_b",
65 "ps_3_0",
66 "ps_4_0",
67 "ps_4_1",
68 "ps_5_0",
69 0 };
70
79
82 "gs_4_0",
83 0 };
84
85
86} // end namespace video
87} // end namespace irr
88
89#endif // __E_SHADER_TYPES_H_INCLUDED__
90
E_PIXEL_SHADER_TYPE
Compile target enumeration for the addHighLevelShaderMaterial() method.
@ EPST_COUNT
This is not a type, but a value indicating how much types there are.
const c8 *const VERTEX_SHADER_TYPE_NAMES[]
Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
E_GEOMETRY_SHADER_TYPE
Enum for supported geometry shader types.
@ EGST_COUNT
This is not a type, but a value indicating how much types there are.
const c8 *const PIXEL_SHADER_TYPE_NAMES[]
Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
E_VERTEX_SHADER_TYPE
Compile target enumeration for the addHighLevelShaderMaterial() method.
@ EVST_COUNT
This is not a type, but a value indicating how much types there are.
const c8 *const GEOMETRY_SHADER_TYPE_NAMES[]
String names for supported geometry shader types.
Everything in the Irrlicht Engine can be found in this namespace.
Definition aabbox3d.h:13
char c8
8 bit character variable.
Definition irrTypes.h:31