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#ifndef SHADER_TAGS_H
#define SHADER_TAGS_H
// The pass type of a given pass.
// The shader sets this as a hint to the app as to how it wants to be rendered using the LightMode tag
enum ShaderPassType {
kPassAlways, // Always executed. No lighting.
kPassVertex, // Vertex lights + ambient
kPassVertexLM, // Vertex lighting w/ lightmaps
kPassVertexLMRGBM, // Vertex lighting w/ lightmaps encoded as RGBM
kPassForwardBase,
kPassForwardAdd,
kPassLightPrePassBase,
kPassLightPrePassFinal,
kPassShadowCaster, // Renders object as shadow caster
kPassShadowCollector, // Renders object, collecting shadows into screen space texture
kShaderPassTypeCount // Keep this last!
};
enum ShaderRenderOptions {
kShaderOptionSoftVegetation = 0, // soft vegetation is currently on
kShaderRenderOptionCount // keep this last!
};
#endif
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