Irrlicht 3D Engine
EShaderTypes.h
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00001 #ifndef __E_SHADER_TYPES_H_INCLUDED__
00002 #define __E_SHADER_TYPES_H_INCLUDED__
00003 
00004 #include "irrTypes.h"
00005 
00006 namespace irr
00007 {
00008 namespace video
00009 {
00010 
00012 enum E_VERTEX_SHADER_TYPE
00013 {
00014     EVST_VS_1_1 = 0,
00015     EVST_VS_2_0,
00016     EVST_VS_2_a,
00017     EVST_VS_3_0,
00018     EVST_VS_4_0,
00019     EVST_VS_4_1,
00020     EVST_VS_5_0,
00021 
00023     EVST_COUNT
00024 };
00025 
00027 const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
00028     "vs_1_1",
00029     "vs_2_0",
00030     "vs_2_a",
00031     "vs_3_0",
00032     "vs_4_0",
00033     "vs_4_1",
00034     "vs_5_0",
00035     0 };
00036 
00038 enum E_PIXEL_SHADER_TYPE
00039 {
00040     EPST_PS_1_1 = 0,
00041     EPST_PS_1_2,
00042     EPST_PS_1_3,
00043     EPST_PS_1_4,
00044     EPST_PS_2_0,
00045     EPST_PS_2_a,
00046     EPST_PS_2_b,
00047     EPST_PS_3_0,
00048     EPST_PS_4_0,
00049     EPST_PS_4_1,
00050     EPST_PS_5_0,
00051 
00053     EPST_COUNT
00054 };
00055 
00057 const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
00058     "ps_1_1",
00059     "ps_1_2",
00060     "ps_1_3",
00061     "ps_1_4",
00062     "ps_2_0",
00063     "ps_2_a",
00064     "ps_2_b",
00065     "ps_3_0",
00066     "ps_4_0",
00067     "ps_4_1",
00068     "ps_5_0",
00069     0 };
00070 
00072 enum E_GEOMETRY_SHADER_TYPE
00073 {
00074     EGST_GS_4_0 = 0,
00075 
00077     EGST_COUNT
00078 };
00079 
00081 const c8* const GEOMETRY_SHADER_TYPE_NAMES[] = {
00082     "gs_4_0",
00083     0 };
00084 
00085 
00086 } // end namespace video
00087 } // end namespace irr
00088 
00089 #endif // __E_SHADER_TYPES_H_INCLUDED__
00090