Go to the documentation of this file.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 }
00087 }
00088
00089 #endif // __E_SHADER_TYPES_H_INCLUDED__
00090