1#ifndef __E_SHADER_TYPES_H_INCLUDED__
2#define __E_SHADER_TYPES_H_INCLUDED__
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.
char c8
8 bit character variable.