const char *fragmentfilename;
const char *pretext;
const char *name;
- int allowedpermutations;
}
shadermodeinfo_t;
// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
{
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor", SHADERPERMUTATION_COLORMAPPING | SHADERPERMUTATION_CONTRASTBOOST | SHADERPERMUTATION_FOG | SHADERPERMUTATION_GLOW | SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_REFLECTION | SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor", SHADERPERMUTATION_COLORMAPPING | SHADERPERMUTATION_CONTRASTBOOST | SHADERPERMUTATION_FOG | SHADERPERMUTATION_GLOW | SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_REFLECTION | SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap", SHADERPERMUTATION_COLORMAPPING | SHADERPERMUTATION_CONTRASTBOOST | SHADERPERMUTATION_FOG | SHADERPERMUTATION_GLOW | SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_REFLECTION | SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace", SHADERPERMUTATION_COLORMAPPING | SHADERPERMUTATION_CONTRASTBOOST | SHADERPERMUTATION_FOG | SHADERPERMUTATION_GLOW | SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_REFLECTION | SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace", SHADERPERMUTATION_COLORMAPPING | SHADERPERMUTATION_CONTRASTBOOST | SHADERPERMUTATION_FOG | SHADERPERMUTATION_GLOW | SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_REFLECTION | SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection", SHADERPERMUTATION_COLORMAPPING | SHADERPERMUTATION_CONTRASTBOOST | SHADERPERMUTATION_FOG | SHADERPERMUTATION_GLOW | SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_REFLECTION | SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource", SHADERPERMUTATION_COLORMAPPING | SHADERPERMUTATION_CONTRASTBOOST | SHADERPERMUTATION_FOG | SHADERPERMUTATION_CUBEFILTER | SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction", SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING},
- {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water", SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
};
typedef struct r_glsl_permutation_s