SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
SHADERPERMUTATION_LIMIT = 1<<26, ///< size of permutations array
- SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
+ SHADERPERMUTATION_COUNT = 26 ///< size of shaderpermutationinfo array
}
shaderpermutation_t;
{
FS_Print(file, "/* The engine may define the following macros:\n");
FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
- for (i = 0;i < SHADERMODE_COUNT;i++) {
- if (glslshadermodeinfo[i].pretext)
- FS_Print(file, glslshadermodeinfo[i].pretext);
- }
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++) {
- if (shaderpermutationinfo[i].pretext)
- FS_Print(file, shaderpermutationinfo[i].pretext);
- }
+ for (i = 0;i < SHADERMODE_COUNT;i++)
+ FS_Print(file, glslshadermodeinfo[i].pretext);
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ FS_Print(file, shaderpermutationinfo[i].pretext);
FS_Print(file, "*/\n");
FS_Print(file, builtinshaderstring);
FS_Close(file);