Add some documentation.

Nowhere near adequate.
This commit is contained in:
Bill Currie 2013-05-12 13:50:43 +09:00
parent 323fbe1927
commit 4bd82eb2b8

View file

@ -53,8 +53,36 @@ int GLSL_LinkProgram (const char *name, int vert, int frag);
int GLSL_ResolveShaderParam (int program, shaderparam_t *param);
void GLSL_DumpAttribArrays (void);
/* Register a shader effect "file".
This is based on The OpenGL Shader Wrangler by the little grasshopper
(http://prideout.net/blog/?p=11).
\param name The name of the effect in the effect key.
\param src The string holding the effect file.
\return 0 for failure, 1 for success.
*/
int GLSL_RegisterEffect (const char *name, const char *src);
/* Build a shader program script from a list of effect keys.
This is based on The OpenGL Shader Wrangler by the little grasshopper
(http://prideout.net/blog/?p=11).
The returned shader program script is suitable for passing directly to
GLSL_CompileShader.
\param effect_keys Null terminated list of effect keys. The shader will be
built from the specified segments in the given order.
\return A pointer to the built up shader program script, or null on
failure.
*/
shader_t *GLSL_BuildShader (const char **effect_keys);
/* Free a shader program script built by GLSL_BuildShader.
\param shader The shader program script to be freed.
*/
void GLSL_FreeShader (shader_t *shader);
#endif // __QF_GLSL_vid_h