/* * This file is part of the D3wasm project (http://www.continuation-labs.com/projects/d3wasm) * Copyright (c) 2019 Gabriel Cuvillier. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, version 3. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #ifndef D3WASM_GLSL_SHADERS_H #define D3WASM_GLSL_SHADERS_H // Main Light Interaction // gouraud extern const char* const interactionShaderVP; extern const char* const interactionShaderFP; // phong extern const char* const interactionPhongShaderVP; extern const char* const interactionPhongShaderFP; // Fog extern const char* const fogShaderVP; extern const char* const blendLightShaderVP; extern const char* const fogShaderFP; // Depth Buffer // no clip planes extern const char* const zfillShaderVP; extern const char* const zfillShaderFP; // clip planes extern const char* const zfillClipShaderVP; extern const char* const zfillClipShaderFP; // Ambient Surfaces // diffuse mapping (default diffuse surfaces) extern const char* const diffuseMapShaderVP; extern const char* const diffuseMapShaderFP; // cube mapping (skybox/wobblesky, diffusecube, reflection) extern const char* const diffuseCubeShaderVP; extern const char* const skyboxCubeShaderVP; extern const char* const reflectionCubeShaderVP; extern const char* const cubeMapShaderFP; // Shadows extern const char* const stencilShadowShaderVP; extern const char* const stencilShadowShaderFP; #endif //D3WASM_GLSL_SHADERS_H