doom3quest/Projects/Android/jni/d3es-multithread-master/neo/renderer/glsl/glsl_shaders.h
Simon b2b8f43c9d Initial Commit
Builds, runs, no stereo or much else is working, menus work ok though
2020-09-08 23:10:45 +01:00

52 lines
1.9 KiB
C

/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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